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Procedural Generation

ROLE

Personal Project

YEAR

2022

BRIEF

This project was designed to create a fully customizable terrain generation tool for users. The final outcome should contain a developer-friendly tool to generate terrain based on perlin noise.

IMPLEMENTATION

C#, Unity

LENGTH OF DEVELOPMENT

​3 weeks

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Height Map

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Hygrogram Map

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Heat Map

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Biome Map

DESCRIPTION

The basic logic behind this project was to generate perlin noise as height map, then using height map to deform a generated mesh plane. By coloring the plane, I also created an editor tool for selecting different type of terrain colors based on different threshold. When the coloring part is finished, I created heat map and hygrogram map to simulate a real earth-like terrain with equatorial, North and South Pole. In order to generate an interesting, realistic terrain, another biome map was created for generating different regions of environment.

During the actual gameplay, users were able to adjust 28 parameters and explore how different custom attributes influence the generated terrain. When inside unity editor, users were able to adjust more attributes such as colors of each layer of terrain, the number of region types, the objects of biomes, revealing heat map and hygrogram map etc. In order to achieve these features, I took deep research on the internet and discovered a lot useful information.

 

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