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Procedural terrain generation vs Multiple terrain assets

Discussion in 'World Building' started by EternalClickbait, May 18, 2019.

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Terrain assets vs Procedural generation

  1. Procedural generation

    100.0%
  2. Terrain assets

    0 vote(s)
    0.0%
  1. EternalClickbait

    EternalClickbait

    Joined:
    May 5, 2019
    Posts:
    22
    I'm building an adventure game and was wondering if it would be better to use a procedural terrain generation script, or to just create the terrain by hand. My current procedural terrain script is alright, but it's Incredibly complex (I don't understand half of it) and while it doesn't look terrible, it's not the highest quality. Are there any good scripts/tools/tutorials to create nice terrain.

    p.s. if needed i can post my code & link to tutorial
     
  2. racarate

    racarate

    Joined:
    Jul 14, 2012
    Posts:
    62
    I like Alex Dracott and Ari Danesh tutorials on making heightmaps! For your game, it depends how art-directable you need the terrain to be. Personally, I like to make things by hand at first and once I notice a pattern (if ever) start thinking about making it procedural.
     
  3. Mauri

    Mauri

    Joined:
    Dec 9, 2010
    Posts:
    2,665
    I'd go with custom terrain assets. If you have some money to spend, you should check out World Creator :)

    Unity versions of it also exists on the Asset Store (see World Creator Standard & World Creator Pro), but they are not as feature-rich as the Standalone versions
     
    Rowlan likes this.