Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We are updating our Terms of Service for all Unity subscription plans, effective October 13, 2022, to create a more streamlined, user-friendly set of terms. Please review them here: unity.com/legal/terms-of-service.
    Dismiss Notice
  3. Have a look at our Games Focus blog post series which will show what Unity is doing for all game developers – now, next year, and in the future.
    Dismiss Notice

Procedural Terrain / Script Download

Discussion in 'Scripting' started by maxwelldoggums, Jun 19, 2009.

  1. maxwelldoggums

    maxwelldoggums

    Joined:
    Sep 8, 2008
    Posts:
    157
    I've launched a new blog today, and with it, a brief description of my procedural terrain scripts along with a download link and a webplayer. I figured I'd share this with you guys, I've been working on it and I think I've got enough to finally demonstrate it effectively.

    Enjoy =)
    http://www.gotow.net/andrew/wordpress/
     
  2. protopop

    protopop

    Joined:
    May 19, 2009
    Posts:
    1,530
    Those are some pretty convincing hills. I promptly ran up to the top of two lands and looked around.

    No joke, i was walking home from the Atwater market today thinking "wouldn't a procedural terrain generator for unity be cool?" And now here it is.

    Ive downloaded the package and can't wait to test it out. Thanks:)
     
  3. Eric5h5

    Eric5h5

    Volunteer Moderator Moderator

    Joined:
    Jul 19, 2006
    Posts:
    32,346
    I like the lightmapping. I was interested in trying some kind of shadowing system, but never got around to it.

    You might also be interested in this.

    --Eric
     
  4. bakno

    bakno

    Joined:
    Mar 18, 2007
    Posts:
    593
    Hello Max

    Great job, it works fine and the final terrain is rendered pretty fast.

    One problem I found is that the texture is all grass. No rocks on higher grounds. EDIT: And the lightmap does not work either.

    Why did you use your own terrain mesh approach? Wouldn't it be more flexible to generate procedural terrains for the internal terrain engine?
     
  5. RussMorris

    RussMorris

    Joined:
    Jun 5, 2009
    Posts:
    36
    This is really cool, I'm looking into tools that will help me to create large scale environments, even just a base to work on, as adjusting the heights of hills etc is taking too much time atm, especially when I've got to add all the extra stuff on top of that.

    Thanks for the link to that fractscape thing too, that looks really interesting.
     
  6. Dreamora

    Dreamora

    Joined:
    Apr 5, 2008
    Posts:
    26,601
    Large scale terrains are the home field of L3DT and Terragen :)
     
  7. RussMorris

    RussMorris

    Joined:
    Jun 5, 2009
    Posts:
    36
    Oh my!
    I'm going to have fun tonight! (sadly, this is not joke!)
     
  8. Gregou76

    Gregou76

    Joined:
    Feb 3, 2009
    Posts:
    8
    perhaps it's will help you to check worldmachine too, the best procedurall terrain i thing
     
  9. maxwelldoggums

    maxwelldoggums

    Joined:
    Sep 8, 2008
    Posts:
    157
    Hmm, the lightmap and blendmap work for me... I'll look into it...

    The reason I used my own terrain engine, was so that I could use my own shaders. I've been writing a grass shader that will make tall waving grass, but you can't apply custom shaders to the built in terrain. I also figured that this would allow me to alter the resolution of the terrain much easier, I can make a map of 2 triangles if I feel like it =)
     
  10. bigkahuna

    bigkahuna

    Joined:
    Apr 30, 2006
    Posts:
    5,434
    Very cool. How did your custom grass shader turn out?
     
  11. ColossalDuck

    ColossalDuck

    Joined:
    Jun 6, 2009
    Posts:
    3,246
    Neato, really cool. I like your website too.
     
  12. multivac

    multivac

    Joined:
    Oct 27, 2009
    Posts:
    133
    I've had good results with World Machine too.http://www.world-machine.com
    You can export the terrain mesh and optimize it in Meshlab.
    You can even export splatmaps based on slope angle/height/sediment amount.
     
  13. smljron

    smljron

    Joined:
    Jul 15, 2011
    Posts:
    7
    Last edited: Aug 2, 2011
  14. HolBol

    HolBol

    Joined:
    Feb 9, 2010
    Posts:
    2,888
    Dude, this thread is 18 months old. The topic was already settled.
     
  15. smljron

    smljron

    Joined:
    Jul 15, 2011
    Posts:
    7
    Well excuse me, but what if someonewho hasn't discussed this comes by it, hmm? Like you, for example :confused:
     
    Last edited: Aug 18, 2011
  16. JoeStrout

    JoeStrout

    Joined:
    Jan 14, 2011
    Posts:
    9,770
    Excuse me for kicking an old thread, but the link at the top of this one is dead, and I'm looking for something exactly like what this sounds like...

    So, does anybody know whether/where this is still available? Or is there a similar procedural terrain generator elsewhere?

    (Note: I'm aware of World Machine and similar, but I'm not looking for something to generate terrain ahead of time — the terrain will be infinite, and so needs to be generated on the fly.)

    Thanks,
    - Joe
     
  17. christopherG

    christopherG

    Joined:
    Nov 28, 2012
    Posts:
    7
  18. creepertruck812

    creepertruck812

    Joined:
    Nov 16, 2019
    Posts:
    1
    link dont work
     
unityunity