My Artificial Intelligence project of procedural terrain generation using Unity3D. Uses the Unity3D's terrain engine, with calculated height maps to generate a truly procedural terrain in a grid of 3x3. The terrain rengerates when you move in a particular direction and uses the noise functions described below. Uses:
- Perlin Noise
- Vernoi Noise
- Simplex Noise
This is implemented in C#. The unity web player runtime version of the prototype can be found on the following link http://rushg.me/UnityWebPlay.html?path=demos/webplayer/terrain Please give it a min to load ;)
Improvements Needed: Optimization. Currently a lot of calculations are per frame bases, we can cache them. Some calculations involve iterating over the whole hight map twice. Some of this can be done in a single iteration Artficats. The current version generates some notable artifacts, which can be cleared using height normalization.
For any comments or suggestions, Please contact me at [email protected]