Procedural Terrain Generation (Perlin Noise)

Add to
My games
Add to
Wishlist
Save to
Collection
No reviews
Exceptional
Meh
Skip

About

My experiment with procedural terrain generation all noise functions and scripts are made by me but i did refer to a brackeys video on the same topic to get the terrain integration of the project up and functioning

  • Perlin noise is pseudo- random, meaning its not completely random, hence, if we the same values into the perlin noise function outputs will be equivalent. 
  • The noise texture or heightmap was made using by taking a 128 by 128 texture and iterating all teh points under a perlin noise function
  • The perlin noise function can be offsetted along the x and y axis, hence, by randomizing the offsets, or the seed, we get different terrains on different iterations
  • The resolution comes into account when calculation the perlin noise. As the perlin noise function takes in x and y values, by mutiplying the calculated constant  value (pixel number and offset/ width or height) with a resolution value we can effectively zoom in or out of the perlin noise map. Thus, producing more frequent and pronounced hills and/or valleys.
  • The framerate has been clmaped to 10 frames per second, for the terrain, as calculations required to generate the terrain are heavy and time consuming. I also want this program to run on low-end devices well and without heating problems

What i learnt :

  1. How to manipulate and code textures.
  2. How to code, use and map meshes( this was my first approach )
  3. Terrain field in unity

Scope of Improvement:

  • Can use meshes and vertices instead of terrains
  • Code can be made faster with some adjustments

This was one of the harder projects I've made so it was certainly interesting and i learnt a lot. I hope you found this fascinating too.

ArnavM (maname)

Platforms
Release date
Developer
maname
Age rating
Not rated

System requirements for Web

Read more...
Edit the game info
Last Modified: Jul 2, 2021

Where to buy

itch.io