Perlin Noise Procedural Mesh | Unity | Master's Thesis

In the early stages of my master’s thesis, while we were still deciding on the erosion tool’s scope and focus, I spent some time playing around with procedurally generating terrains in Unity. This feature ended up being cut to focus on other things, but the terrain the tool uses as its default is one generated using this same process. I’m sampling Perlin noise, a type of coherent noise where changes occur more gradually, and manipulating it to construct a mesh resembling topography.

This is an editor-only program, as it was really just an exploratory proof of concept to try out. The factors controlling the terrain are listed on the right, and in this demo I vary each of them to show the effect they have on the generated mesh.

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