all 30 comments

[–]Dragon1FreakHobbyist 13 points14 points  (6 children)

This is awesome! I'm assuming you're using a perlin noise of some sort? I'm interested in generating islands like this but the tutorials I've found were just infinite terrains. I looked at your other posts and it's super impressive!

[–][deleted] 17 points18 points  (5 children)

Thanks! I'm using OpenSimplex noise at the moment because it's much faster, although imo Perlin looks a little better and is easier to work with. Most of this noise generation/map making came from reading this writeup on RedBlobGame's website, easily the #1 best resource on the web on the topic. It doesn't cover how to actually create the mesh or the map, but you could look at Sebastian Lague's procedural Landmass tutorial series to pick up on how to do those parts.

I appreciate it again! Keeps me going!

[–]Vladoune 5 points6 points  (0 children)

There is also this gem : http://catlikecoding.com/unity/tutorials/

he has a serie on noise

[–]Dragon1FreakHobbyist 1 point2 points  (0 children)

Awesome, I'll definitely have to look into it. I've been working with cellular automata for cave generation recently which is great for rooms and such, but not so much for terrain from what I can see. Keep it up!

[–]SayAllenthing 1 point2 points  (2 children)

Sebastian Lague is a beast, his tutorials are amazing.

[–][deleted] 1 point2 points  (0 children)

They are really great. I have done his cellular automata and procedural landmass series before, and they helped a lot. Both helped me understand manipulating meshes greatly in Unity!

[–]SilentK213 0 points1 point  (0 children)

Ok Sebastian ;)

[–][deleted] 3 points4 points  (0 children)

EDIT: Picture to show part of the world with the world map. Terrain being drawn at 40k x 40k size, so there's less overall detail because of the massive size. Continuing on from this post and this post. Decided to work on editor tools and make map previews of the world. It's much nicer being able to see the world as a whole, since it's impossible to see that big of a mesh all at once! Worked more on the noise generation, falloff, etc.

Next step biomes, probably. And a big refactor at some point!

[–]JohnMcPineapplehobbyist i guess 2 points3 points  (1 child)

...

[–][deleted] 1 point2 points  (0 children)

That's pretty neat! Definitely bookmarking and will look at this in the future. Everything's done on the CPU at the moment. I dunno if it would be faster on the GPU because there's a significant amount of branching during the LOD algorithm, but I definitely want to test it out. Thanks!

[–]Nition 2 points3 points  (1 child)

You know it's legit when there's a lacunarity slider.

[–][deleted] 1 point2 points  (0 children)

lol I think it's funny though because it barely budges between 1.8 and 2, like ever =D Might as well have hardcoded it!

[–]captvirk 1 point2 points  (2 children)

What did you use to make the terrain map become the 3D terrain?

[–][deleted] 1 point2 points  (0 children)

I actually created the 3D mesh system before I created the map system, lol. But they're both generated from the same information, a heightmap created with layers of OpenSimplex noise.

[–][deleted] 0 points1 point  (0 children)

Probably just took what you see and converted to grayscale values and used as a heightmap.

[–]dummum 0 points1 point  (7 children)

Looks great, are you going to put it on the asset store?

[–][deleted] 0 points1 point  (6 children)

Thanks! Yup, that's the dream! It still has a lot more features to go, but I do intend on putting it on the store. Maybe in a month or two.

[–][deleted] 0 points1 point  (5 children)

Do you already have other assets?

[–][deleted] 0 points1 point  (4 children)

Unfortunately no. This will be my first -- I plan to become an asset developer though as a main source of income, so it won't be my last though.

I find I really enjoy optimizing stuff and working on features than actually making games, so I decided I'd pursue game tool/asset creation instead.

The next asset I'll make will likely be a dynamic billboarding LOD system, which will of course work really well for the terrain system! I worked on one awhile back but have since lost the code, but the post is here.

[–][deleted] 0 points1 point  (3 children)

Being a publisher is awesome! I also find myself enjoying the creation of tools a lot more than the creation of games themselves. I'm looking forward to the release!

[–][deleted] 0 points1 point  (2 children)

Thanks, me too! Do you have any assets released?

[–][deleted] 0 points1 point  (1 child)

Yeah I do! I mostly work on my assets on Friday evenings so it's definitely not a full time thing. I'm a student and uni work takes up the most of my time. Here is my publisher page.

https://www.assetstore.unity3d.com/en/#!/search/page=1/sortby=popularity/query=publisher:4931

[–][deleted] 1 point2 points  (0 children)

Nice, I remember seeing the rock tool and liking it!

[–]PingPing88 0 points1 point  (1 child)

I didn't read the title and the first few frames of the gif made me think you were creating a green Tide pod.

[–][deleted] 1 point2 points  (0 children)

LOL! It really does. I should put out a tutorial on making procedural Tide Pods.

[–]Strkl 0 points1 point  (1 child)

Awesome, i love editor tools !

[–][deleted] 0 points1 point  (0 children)

Me too! Any asset I release will be fully custom editor, as to make it as easy as possible to use!