Terrain generation

It’s been a while since my last update, but I’ve been working on terrain generation for some time now. I’ve built my own Marching tetrahedron implementation. Which has not been the simplest of tasks. But I’ve got it working OK for now. I’m going to keep working on it.., it still needs some tweaking. But I thought I wanted to share. Have a look!

I’ve also worked a little more on my poly water and movement along the waves, which isn’t perfect, but OK at the moment.

4 thoughts on “Terrain generation”

    1. Thank you! It’s quite complex, and it would take me far to long to explain it all.. But if you’re interested you should be able to find alot of good writeups on marching cubes and some on tetrahedra. Generation is handled in a chunk by chunk way, so each piece doesn’t take to long to generate.For noise I’m using Open Simplex Noise.

  1. Awesome dude! Please tell us how you did the boat movement along the waves

    P.S.
    Do you have any news about the latest version of the low poly water shader?

    1. Hey, Alex! Thank you! I wish I had gotten around to release this on the asset store, but I haven’t had time for that at all.. The way I’ve done the movement is by duplicating the wave function from my shader in a script that handles the boat movement.. I’m calculating 3 points around the boat position to get the right angle and height it’s not physics based.. I’ve tried that as well with no success or complete success depending on preferences https://www.youtube.com/watch?v=dEEUlqBgzEM

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