i considered different engines and libraries but in the end it seems that Unity is the most common tool for this and i already had some experience with it so i decided to stick to this one for the time being. i mean, trying to develop different things that i can later fuse to make into a single game once i figure out how every piece works. despite that, i'd like to produce some prototypes that i could use as basis to make a larger simulation. Since this is mostly returning to the basic lvls i had in programming i dont expect to advance much honestly. this is more or less the thread where i will be posting whatever i can produce with my current PC. However, recent boredom and looking at some cool titles out there in the industry has revitalized my intent on developing something playable to show to the world.
its not the first time i delve into game development of course, i used to have a little thread here for a 2D space simulator and many of the prototypes were promising to a degree but due to some issues with my original PC i have been unable to keep on that so i just got lazy and abandoned the programming side alltogether for some years already. blend colours option will mix the colour with previous region's colour.This is mostly a bit of a dumping thread for my records regarding prototypes in Unity. All the area in between the indicated height and the previous height level will be coloured in that particular colour. Region colours section is relevent to the colour map.
Region selector in the inspector and colour map All the prefered models shoul be added to the script as Prefabs and objects will be generated depending on the selected count randomly. Land objects(trees, rocks etc.) are generated on the ground at the respective points while sea objects(ship wrecks, boulders etc.) area generated on sea level. Parameters in the Generate Objects section are apllied only if the selected Draw Mode is Object Map. Increases the density of the perlin noise gradient changeĬhange the area selected from the noise map. High value creates a more detailed landscapes but use slightly more processing Low value generates a small island at the center of the mapĬhanges the number of vertices on the mesh. This causes the landmasses on the edges of the map reduce height ensuring the created land will be a set of islands with a clear sea path around them (with and without fall-off effect)
Update every change in inspector with out clicking Generate button The map will change for different seeds because the area selected from the perlin noise map is changed with the seed(shown by the GIF in introduction) Object Map - Vegitation and other objects can be generated on the mesh Noise Map - Resulting Height map from perlin noise is displayed along with MeshĬolour Map - Regions are coloured as defined in the 'regions sector' in the script Random Atolls are generated by seed value change Parametersįollowing parameters can be adjusted in the Random-Island-Generator to change the criterias of the map being rendered. Futhermore trees and other objects are also placed randomly on correct regions according to preferance. In Random-Island-Generator a region coloured 2d map and a 3d mesh of the land mass is generated thorugh perlin noise. Perlin Noise is an algorithm wich generates a pixel map of Gradient Noise which is not totaly random but has random sets of areas where noise intensity changes gradually. In this project Perlin Noise is used as the basic algorithm to develop the patterns of landmass. So using PLG a geographically accurate landmass can be created with the ability to change according to preferance by changing some parameters. Hand designing the basic geography of landmasses for games where details of the land does not matter much is a waste of resources.
Procedural Landmass Generation is a technique used to create different shaped islands and worlds for strategy games with high efficiency.