git clone --recursive https://github.com/theSoenke/ProceduralTerrain
Developed as part of my bachelor thesis at the University Hamburg in the HCI research group.
Procedural voxel terrain generation in Unity
License: MIT License
git clone --recursive https://github.com/theSoenke/ProceduralTerrain
Developed as part of my bachelor thesis at the University Hamburg in the HCI research group.
Sorry that I write here but i do not find your email.
I have a question about Procedural Terrain could you give me your email address, or write me a message: pstarhu[at]gmail.com
Thank you so much!
P
Hello! I'm having a depth look into your code since it's amazing!
I would like to know how did you get rid of the seams between chunks (in your scene, those seams are not vissible in the screenshot you uploaded) caused due to the calculations of the normals for same vertex in different chunks, Ive confirmed that vertex in the same position but in different chunks have a diferent normal and this causes a vissible seam in the terrain.
Do you know if there is a workaround for this issue?
I will aprecciate your help.
Thanks!
Hello, there. I have downloaded your source code and run the VoxelDemo scene inside the scene directory. But the generated terrain has no trees or holes in mountains (like the one in the screeshot images of the home page). I wonder how should i reproduce terrain with trees or other plants ?
Thanks for your attention ~
Settings to adjust the map fall off used to create an island?
just cloned it recursive and started but no water spawned
pls help
Really nice work ! I'm wondering, how hard would it be to add a 'terraforming' option ? Like be able to dig/build the terrain ?
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