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Procedural Terrain Generation

The project contains some algorithms for procedural terrain generation implemented on C# for Unity.
Algorithms generate a heightmap, then a texture and a terrain based on it.

White Noise

White noise represents a set of random values with no additional processing.

white-terrain

Perlin Noise

Perlin noise is a type of gradient noise. It is most basic yet most customizable algorithm. Proper settings allow to achieve absolutely unique textures.

perlin-terrain

Diamond-Square

Diamond-Square algorithm is suitable for generating realistic-looking landscapes. It was once described as flawed due to noticeable vertical and horizontal creases at the edges, but who cares if it still generates a decent result?

diamond-terrain

Worley Noise

Worley noise comes close to simulating textures of stone, water, or biological cells. Seriously, doesn't it look like sea waves?

worley-terrain

Tools

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Setup

  1. Install Unity 2021.3.21 from archive.
  2. Clone this repository using git clone https://github.com/vyshnovka/procedural-generation.git in Git Bash.
  3. Open created folder as a project in Unity Hub.