I have been making an attempt to make a procedurally generated “pixelated” (semi voxel) terrain (utilizing Unity), as seen in Sebastian Lague’s video on simulating ecosystems. (Picture hooked up)
I’ve tried trawling by way of the supply code, however most of it’s over my head. From what I perceive, a Mesh is getting used to create this, however it has a number of vertices (above one another) the place the water intersects the land, which I am not in a position to wrap my head round – I am unable to implement a number of vertices on the identical X, Z
however totally different Y
coordinates however nonetheless join them with one triangle algorithm. How does one join these vertices with triangles?
I attempted a barely totally different strategy by merely making Sebastian Lague’s procedural terrain technology (from his collection on youtube) and rounding the peak of every vertex right down to the closest integer a number of of 10, which half labored, however did not come near what I used to be in search of (Picture hooked up of my try).
I’ve managed to make stepped terrain, however not the voxel-y one I used to be going for.
How would I strategy making such a terrain? I’ve tried summoning a brand new dice
GameObject at every sq. in a 2D grid, with it is respective top, however that is extraordinarily gradual for 100×100 ish grid sizes.
What can be one of the best ways to strategy making this terrain?