I have continued the procedural generation terrain tutorial in Unity to the point of its usefulness. Props to the tutorial for being so clear and effective. The first image shows the result of the additional code, which crafts terrain by using the assigned values we acquired from the code written in my last terrain generation post and looping through all the vertices, multiplying by a given terrain multiplayer. An animation curve was added at the end using the curve's simple Evaluation method to flatten the areas where there is water, creating a more cohesive terrain.
My next steps are too start looking at where to plug in numbers from Fourier analysis of a sample track so the terrain can be generated on the basis of inputted music.
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