Procedural Terrain Generation

Stuff I did.

Procedural Terrain Generation

How it works:

The TerrainGenerator.cs takes in values for the perlin noise which is used to calculate the entire terrain height. I then added mountains that are generated by lifting up a random point on the terrain and then looping through each of the surrounding points to adjust their height values.

I am basically doing the exact same thing for the holes but instead of raising a point, we are lowering a point.

For the terrain painting I simply wrote a class that holds all the values for a splat prototype and I added a height value which will determine the terrain height for the set texture.

I am using noise and mapping to roughen the edges between two kinds of textures to ensure a more realistic look.




Source Code:

Check out the Code on GitHub!

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