Having dealt with simpler proc gen before, I decided to look into something a bit more in-depth after early ideas dried out.

What it does

Currently generated a single chunk of a map, looking to be make infinitely expandable alter on.

How I built it

Wrote my own Diamond-Square algorithm to get the general shape of the map, then implemented a basic renderer and camera controls.

Challenges I ran into

Dealing with Quaternion math in unity can be confusing.

Accomplishments that I'm proud of

It performs reasonable well and generates quite fast considering how quickly I wrote it.

What I learned

Refreshed my memory on a lot of different aspects of unity. Learnt a lot about how unity deals with vectors and rotations in different scenarios.

What's next for ProcGen Voxel Map

Generating more chunks as the camera moves, colouring the terrain dependent of height, moisture maps etc Possibly simulating natural processes such as erosion and tectonics.

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