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Persistance: Amplitude decrease of biomes noise per octave,very low recommended. Octaves: Octaves used in the biome noise. Surface Level: Surface desired level, height where biomes merge. Diff To Merge: The biomes.appearValue difference for merge. World Seed: Seed of the world, for pseudo-random terrain generation. Interpolate: Allow to generate a more organic terrain using interpolation when build the mesh. isoLevel: Indicate the value above which the vertices of the voxel are inside of the terrain (Not air). AUTO_CLEAR_WHEN_NOISE_CHANGE: If World Manager not exists in the scene and the current noise change, we clear the old world data (this remove the old chunks which generate wrong connections with new chunks).Įach manager (GameObjects inside Unity scene) have some parameters that you can modify for get different results, the majority of them only apply changes when new chunks are loaded if not indicate the contrary. File size -write time +CPU cost of compress a file. SAVE_GENERATED_CHUNKS: Used for save generate chunks without modify (when true). MATERIAL_FOR_ROW: The number of materials in each row of the grid texture. NUMBER_MATERIALS: Total number of materials inside the material grid texture. Number of byte needed for represent (REGION_SIZE * REGION_SIZE) +1. REGION_LOOKTABLE_POS_BYTE: Used in the save. That indicate the dimension of a region, actual 32 x 32 (x,z). REGION_SIZE: The number of chunks per region side. VOXEL_SIDE: The size of a voxel, now it's 1 so one voxel have 1x1x1 size. MAX_HEIGHT: The total height of the chunk, also the max terrain height. CHUNK_SIZE: The size of a chunk, all the chunks have the same x and z size. You have the explanation of each variable in the script or in the below list: You can modify the region of "Configurable variables" (don't touch other regions). The configurations of the constants used internally in the engine, all indicated in the "Constants" script. You have two type configurations: constants or managers. You can configure the project to adapt it to your necessities. Reddit unity 3d update#
TerrainViewer: Used to debug terrain/biomes in real time, when you modify a data of the NoiseManager get update in the terrain.ChunkVisualization: Similar to FirstPersonLevel but the generated terrain use a material that give each chunk a color, for help to visualize them.Load/generate a terrain where you can add voxels with the left click and remove voxels the right click. FirstPersonLevel: An example of a first person level and the recommended test level for check the project.The unity project have a total of 3 different scenes: reg files inside the dir: Application.persistentDataPath + /worlds + WorldName (Default one: "/default"). Random terrain and biomes: The terrain have random generation (seed) and support different types of biomes for the generation.Chunk System: Chunk system for load the terrain near the player.Marching cubes: Used in the terrain generation, support edition in real time and Job System + Burst for generate the chunks (it improve the efficiency).Some of the actual properties of the engine:
Reddit unity 3d free#
The idea is try to offer a flexible solution for developers that want integrate a free Voxel engine in his game or give a base for develop your own Marching Cube engine. The unity project is a implementation of the algorithm Marching Cubes for the generation of a voxel engine for generate a random and infinite terrain.
Reddit unity 3d download#
You can clone and run the project or download only the Marching_cubes folder and add to your project assets. Terrain voxel engine with the use of Marching Cubes implemented in Unity 2020.3.17f1 (LTS).