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Ability to procedurally generate terrain using 3D noise #39
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A while ago I was playing around with 3d noise but didn't really bother polishing it. Could be a nice addition. If you want to try 3d noise yourself, you could tweak this line to use |
Hey, I have tried changing this line to use float3 but I cannot get it to work or at least get any actual results. What I did is changed the OctaveNoise() function to accept additional float z parameter and have sent the x, y and z world position values when calling this method.
When calling noise function I simply added z parameter and that's it
But all I get is pretty much the same type of terrain. Seems like it's just a heightmap based terrain. Do I need to change something else? |
Thanks! After playing around with some settings like frequency and amplitude I got some pretty interesting results! Although, there are a lot of floating parts. You think it's because of the noise function? I was thinking trying to check the size of the floating piece and if the element is big enough make the thing separate with its own collider and rigidbody and if it's small just remove it. I also tried to blend two noises together, to have like a flat land with occasional mountains, I managed to make something to the extent, but I got really hard edges when the mountain starts. I suppose I need to blend the heights? Not really sure how to tho. |
Yep.
This could be done using the flood fill algorithm to detect different areas. One problem though would be the edges of the visible world, where the terrain has not yet been generated so you don't know if a part is either floating or attached to something that has not been loaded yet. And about the biomes, see #40 |
I've been experimenting on this project for a bit now and the feature that I feel like could make a difference is adding the ability to generate a terrain using 3D noise.
This would give much more interesting results, with the things like overhangs, arches and etc..
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