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Procedural generation of terrain with seasonal changes.

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Procedural terrain generation

Usage

  1. Donwload the repository or clone using git clone https://github.com/pecarprimoz/procedural-gen-dipl.git
  2. Download Unity 2018.2.18f (PC) / Unity 2018.2.18f (MAC)
  3. Open the project in Unity, wait for the project generation.
  4. Run the project, select the ProceduralTerrain prefab, then set the parameters trough the script Terrain Generation (the script auto updates when you run the game, currently developing on 0_WHITTAKER_APPROX).
Additional info

You might want to debug moisture, temperature and height maps. To do that, select TerrainDebugPlane and set the Plane Content to the preffered map (kAll works with color, displays the biomes!). If you want to have a biome map, you need to load one of the WHITTAKER_APPROX presets (this is due to older presets having wrong parameter boundaries for biomes).

Optional

DebugTerrainCamera displays the heightmap on the DebugPlane, if you want to see the terrain from an orthographic perspective, turn on CameraTerrain.

Known issues

Prefabs breaking ? Download the correct Unity version.

Contact

If you have any questions, feel free to email me at pecar.primoz96@gmail.com

Examples WIP

Latest terrain generation, with biomes

Example1

Height, moisture and temperature maps used for terrain and biome generation

Example2

1024x1024x64 terrain map, 250 erosion iterations, runtime texturing and object placement, less than 2 min

Example3

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  • C# 72.4%
  • ShaderLab 22.2%
  • HLSL 5.4%