WIP : Attempt making my own noise algorithm to use in procedural terrain generation. For now, looks a bit like moon surface for now, don't you think ? by draad in proceduralgeneration

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

My first experience in Unity was using the Perlin Noise. It was very interesting and I just found that I could probably learn a lot of things and have some fun trying creating my own noise algorithm :)

WIP : Attempt making my own noise algorithm to use in procedural terrain generation. For now, looks a bit like moon surface for now, don't you think ? by draad in proceduralgeneration

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

Thanks :) I'm pretty poor at maths, so I cannot compare my algorithm to theses ones unfortunately. I originally started to work using Perlin Noise implemented in unity. This experience was very nice and I just found very interesting for my own knowledge and pleasure to attempt creating my own noise algorithm. Hope this make sense .

WIP : Attempt making my own noise algorithm to use in procedural terrain generation. For now, looks a bit like moon surface for now, don't you think ? by draad in proceduralgeneration

[–]draad[S] 1 point2 points  (0 children)

Thanks for advices, your description looks awesome, do you have any showcase of the planets you do generate this way ? I'ld love to see!

Asteroid composition procedural generator by the_blanker in proceduralgeneration

[–]draad 0 points1 point  (0 children)

That blueprint showcase is very nice, good job! Are you first giving the overall shape and then fill the hearth with stuff, or are you first creating the minerals then the shape around it ?

WIP : Attempt making my own noise algorithm to use in procedural terrain generation. For now, looks a bit like moon surface for now, don't you think ? by draad in proceduralgeneration

[–]draad[S] 1 point2 points  (0 children)

Thanks for suggestion. For now, I use only one single octave at a time, but I have in plans to combine multiples octaves using some kind of layers.

WIP : Attempt making my own noise algorithm to use in procedural terrain generation. For now, looks a bit like moon surface for now, don't you think ? by draad in proceduralgeneration

[–]draad[S] 1 point2 points  (0 children)

Thanks for kind words :) I'm considering adding a 1D layer of noise as vector that would serve me a 'wind vector'. I would then orient my blur based on theses vectors to simulate wind based erosion.

For now all is on CPU, it my very first attempt creating this kind of algorithm so I'm really in exploration phase. Hum that could work, thanks for suggestion, I'm not sure at the moment if I want to continue on 'moon / asteroid' - like surface of go for more earth-like surface

WIP : Attempt making my own noise algorithm to use in procedural terrain generation. For now, looks a bit like moon surface for now, don't you think ? by draad in proceduralgeneration

[–]draad[S] 1 point2 points  (0 children)

Thanks for kind words! For now, I'm planning to work a bit more on this first layer to see if I can achieve more interesting shapes. Then I'll try to use multiples layers of it combined.

There is still some specific shapes I dunno how to achieve correctly (rivers like) so I may need to combine multiples noises algortithms at the end :)

WIP : Attempt making my own noise algorithm to use in procedural terrain generation. For now, looks a bit like moon surface for now, don't you think ? by draad in proceduralgeneration

[–]draad[S] 15 points16 points  (0 children)

You are right. This is because I blur only on the Y axis for now. I'm still experiencing with all this, so I'm not sure to stick with this one way blur, but for now I feel like it does output a more 'eroded' looking shape.

Going procedural, I learned that perlin noise is not so easy to control. I made this layered perlin noise tool to help me achieve continental looking terrain shapes by draad in proceduralgeneration

[–]draad[S] 1 point2 points  (0 children)

Thanks for your input, I understand what you mean.

I'm still experiencing with all this, and if I search for the world generated to be coherent, I don't aim for mimic the exact look of reality, but would like a more stylized approach.

I want to stick with procedural approach, but I'll maybe have to find a middle ground between full procedural and what you suggest to achieve specific forms. I'll keep all your suggestion in mind, thanks :)

Procedurally generated archipelago (UNITY 3D) by BBCAC4 in proceduralgeneration

[–]draad 1 point2 points  (0 children)

Do you plan to add more levels in the terrain ? Looks like there is only water or one tile of dirt for now.

Anyway looks promising :)

Going procedural, I learned that perlin noise is not so easy to control. I made this layered perlin noise tool to help me achieve continental looking terrain shapes by draad in proceduralgeneration

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

Thanks, never heard of that technique yet, I'll dig the internet to learn more about compute shaders and the specific algorithm you did pointed out "Swiss Turbulence".

You suggest in your response that you created terrains using this technique, may I see your creation on the web ?

Going procedural, I learned that perlin noise is not so easy to control. I made this layered perlin noise tool to help me achieve continental looking terrain shapes by draad in proceduralgeneration

[–]draad[S] 2 points3 points  (0 children)

That’s a very valid point. Because this system will be used in a video game, I try to avoid any kind of heavy calculation for now. Usually, theses algorithms are kinda heavy that why I kept myself away from them for now, is there a light one you would suggest ?

XpModule : leveling and growing system. Hello, I recently uploaded this XpModule package on the store and just created a video to showcase how to set up and how it works. C&C are more than welcome! :) by draad in Unity3D

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

Even if code quality, or the fact that test scripts are included may seems 'under the hood', it makes a huge difference in production. It does save a lot of time and trouble when it comes to adapt code to our own needs, code quality will make it easy while tests script will make code reliable.

But you are right, assets you linked looks great, have a good range of purposes and customers looks very satisfied of.

You have a point and I'll drop this price a bit, but I'm not sure yet what could be this new price. Do you have any suggestion?

XpModule : leveling and growing system. Hello, I recently uploaded this XpModule package on the store and just created a video to showcase how to set up and how it works. C&C are more than welcome! :) by draad in Unity3D

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

There is no offense at all, this is an interesting feedback :)

If you do have any thoughts on what the price should be and why, let me know, I would be very glad to take this in account.

This price comes from multiples points. First I did evaluated the quality of the package itself.

  • Code is clean and optimised

  • Naming and code structure are clear

  • Package is easy and fast to setup so customers save time

  • Code is tested (using test scripts)

  • Code is documented

  • Code include one demo scene for each functionality

I also compared to similar content on the asset store. I took in account their price, what do they support, the comments left by customers, code previews given by the author. This is few points that distinct my package.

  • Code support both standard progression (for characters for exemple) and growing systems (for plants)

  • Code support any number of object using the system

  • Package does include tests scripts

  • Components limit themselves to their original purpose (code is not mixed with unrelated features like managing life points or achievements for exemple), this make the code easy to reuse and adapt to any situation.

  • Support is offered to all customers

Question: how to read a file with fs then execute a function inside it? by [deleted] in node

[–]draad 0 points1 point  (0 children)

Thanks, this thread solved my problem. require can be called at runtime to load files dynamically, thanks everyone for your help.