Time: 23-12-2023 - 29-01-2024
This assignment was part of my exam called 'Software Deepening.' Here, I had the freedom to choose a topic in which I wanted to improve. Since I skipped the second year of my studies, I chose to enhance my skills in Unity by using a complex algorithm to generate landmasses. I've made three snapchots of my project and I will be showing them here.
In this section, I focused on setting up Perlin noise, which serves as the foundation for generating landmasses and assigning colors. The Perlin noise values range from 0 to 1, where 1 represents the highest point (snow) and 0 represents deep water.
In snapshot 2, I accomplished several tasks. I generated a mesh using an algorithm to create triangles and normals. For this project, I primarily followed a tutorial, but since it's outdated and some parts no longer work, I had to handle the mesh generation myself. To do this, I followed another tutorial, which provided a clear example of how to generate meshes.
In snapshot 3 I created level of detail (LOD) and render distance. I also made the terain endless. This is done by a Viewer object that is on the player. You state your renderdistence and adust the LOD of the chuncks further away from you for preformance. I also added a simple envoirment spawner that uses the hightmap of the perlin noice. There is also an animated shader for water now.