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ProceduralTerrains

Creating procedurally generated terrains ranging from voxelated to standard mesh rendering written in code.

Concepts Used:

  • 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.

Concepts to be implemented:

  • 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.

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