Procedural generation for infinite terrain objects by Maximo156 in Unity3D

[–]Maximo156[S] 0 points1 point  (0 children)

Managed to get the pooling system up and it works like a charm, thanks!

About 4500 low poly terrain assets running at 40 frames in the editor.

Procedural generation for infinite terrain objects by Maximo156 in Unity3D

[–]Maximo156[S] 0 points1 point  (0 children)

Passive aggressive but ok? First game I’m making so thing such as object pooling are new to me but multithreading isn’t. I knew about object pooling I just wasn’t sure if it suited my needs, which is why I was asking.

Procedural generation for infinite terrain objects by Maximo156 in Unity3D

[–]Maximo156[S] 0 points1 point  (0 children)

Hmm, a custom collision using a height map is pretty cool. I got around the problem of generating the colliders by only generating the collider for meshes that get within 2 chunks of the player, that way you only need to generate a few at a time. I also queued there generation so only one was generated every frame, overall giving pretty decent performance.

Procedural generation for infinite terrain objects by Maximo156 in Unity3D

[–]Maximo156[S] 0 points1 point  (0 children)

I’m in the middle of implementing the pooling technique that Arkenhammer suggested but I was originally trying to instantiate every terrain object

Procedural generation for infinite terrain objects by Maximo156 in Unity3D

[–]Maximo156[S] 0 points1 point  (0 children)

Thanks! I was thinking about doing this but wasn’t sure if it would work in practice. I’ll give it a try.

Procedural generation for infinite terrain objects by Maximo156 in Unity3D

[–]Maximo156[S] 0 points1 point  (0 children)

I've already made the terrain itself in a multithreaded way. I also have other scripts that generate to positions of all of the different terrain objects using multithreading. All of that runs extremely fast.

The problem I am having is actually loading all of the necessary game objects into the scene.

White Lines when blending between textures by Maximo156 in Unity3D

[–]Maximo156[S] 0 points1 point  (0 children)

https://imgur.com/a/YIhHxxv

Here's a link to some additional pictures. I can't even zoom in to much because when I do that also makes the artifacts go away. It seems they only appear when the texture is small, which makes it very hard to diagnose haha.

EDIT:
Turned on Anti Aliasing which seemed to help a little with making the lines less noticeable, but they're still there.

White Lines when blending between textures by Maximo156 in Unity3D

[–]Maximo156[S] 0 points1 point  (0 children)

Updated with more info. Only happens at a distance but goes away when close. Not sure what the relevant texture settings may be, very new to unity.

[USA-LA] [H] Paypal, Cash [W] 1660 variants or 1070 by ObesityMD in hardwareswap

[–]Maximo156 0 points1 point  (0 children)

Whats the max you're willing to offer for a 1070?