This weekend I’m sick and it sucks. As good a time as any to try myself at terrain generation.
I’m a lousy programmer and it’s the first time I ever dabble with this but here’s the thought process I went through.
Also, It’s not finished, but I figured I’d give myself a motivational boost!
The first step was for me to draw a grid and use the vertices’ coordinates to create triangles. Triangles are then combined into a single mesh.
- The lines and yellow handles are just there as visual guides.
- I used coroutines to show the processes step by step (useful for debugging and to make fancy gifs)
- The two pics below show some various steps in the work. I gradually simplified things and replaced coroutines with methods to go faster.
Up to this point I was adding height noise with a basic Random.Range but switched to Perlin noise to create the terrain-like topography . Thanks Mr.Perlin! <3
I rounded the height values to int to achieve the “ground ladder” effect.
Then some fanciness. I created a basic texture with the terrain color and figured out a basic algorithm to match the mesh’s vertices uvs to the texture.
By far this was the most painful and not funny bit. And my algorithm sucks.
- I need to remove the “spiky color corners” (tech-savvy language FTW)
- I need to figure out how flat shading works to make this look appropriately old-school
I also added an arbitrary water plane.
Same thing with noise not rounded to int.
I’m quickly limited in mesh vertices count. The limit is set at 65000 meaning that a 275*275 units terrain is already out of bounds. I guess the way to fix this is to generate the terrain data and when creating the mesh, switch to a new mesh when the vertex cap is reached?