Creating procedurally generated terrains ranging from voxelated to standard mesh rendering written in code.
- Generating height maps using noise algorithms, namely Perlin Noise in this case.
- Basics of how mesh rendering works in games and in unity with vertices, triangles, and quads through code.
- Understanding Voxels and the optimization they bear in unity. (Unity isn't a voxel based engine in the first place).
A demo of the project showcased at my college, IIIT Kottayam's Tech Fest Game Development and Design Workshop in Unity along with an added custom FPS tracker.
- Marching Cubes algorithm to create more smooth and polygonal meshs(Octahedron meshes).
- Infinites terrain generation (used in games like Minecraft, No Man's Sky, MMO's, etc).
- Creating "Terrain Chunks" to optimize the lag spike in rendering.
- Mesh Coloring and UV Mapping.
- More Noise generation maps.