![]() ![]() Just iterate through your array of floats and define biome ranges, for example: 0-0.3 snow,0.3-0.5 grass and so on.Īfter your color array has been filled, define a new Texture2D and assign that array to its pixels. Important: Your float array must be 2D otherwise it'll get harder to achieve what you want. Which already returns numbers from 0-1(You might want to normalize them before ,since PerlinNoise can produce numbers slightly bigger than 1).Īlso you want to give some variations to you biomes with a seed or a lacunarity value, noise etc. You can do that by passing values to Mathf.PerlinNoise( ) Remember that I will only give a short introduction and no complete full "how to" here.Īssuming that you want 4 different biomes you could generate a simple float array and feed it with values from whatever range you want.(I recommend 0-1) ![]() Without further details about your game and actual plans, I can't really help you much more than this, but I hope it helpedĬlick to expand.Sorry for bumping that old Thread, but I want to give a solution for anyone who is interested in that topic as well. To determine the actual biome out of your generated noise map, you can just check if it is inside a certain value, for example between 0.4 and 0.6 can be a forrest The same seed with the same position will always give the same result in Perlin/Simplex noise. Like this: float randomNumber Random.Range (0f, 100f) Using float variables, or direct values marked as floats (e.g. Furthermore, you can offset your position or multiply it with a seed, like it is done in minecraft. You can basicly control the "frequency" by multiplying your input position with a certain value (lower = lower frequency), which you'll probably want to use when generating biomes. There is really a LOT to read about different techniques/approaches regarding procedural generation in this thread, if you haven't already seen it: Generally, a 2D heightmap is generated with Perlin or Simplex noise, but I don't know if you are using height differences in the terrain I got a bit lazy and wrote in JavaScript. Sorry for those of you guys that like C#. If after that little article, you still don't understand what a voxel engine is, then you should check out these links/demos (or if you just want to learn more or screw around): Our code will be a nice smooth voxel terrain, whereas Minecrafts' is not. You may choose what you want, but in the end I really like voxel engines/worlds/terrains, especially the random ones. ![]() Really most of this doesn't matter depending on who you are. Wheel Balancer 3D Game Unity Source Code Unity 149 Ragdoll Rush - Unity - Admob Unity 24 Unity Game Template - Letter Attack Unity 49 Color Bump Ball 3D. If we were to do this in Unit圓D, it would take us longer to achieve a dynamic voxel world (breakable, craft-able, and place-able blocks, trees, etc.), than it would for us to make a randomly generated terrain (default terrain in Unity), but it would allow us to make a highly dynamic world much easier with less hair tearing out, than us making a fully dynamic terrain in Unity. The blocks in Minecraft are breakable, craft-able, and place-able. Minecraft runs on the LWJGL (Light-Weight-Java-Game-Library), as it is much harder to achieve 3-Dimensional graphics and world generation without using LWJGL (it will just take a lot longer to do what you want to do really). For instance Minecraft (of 7 Days To Die). I really like this method, as it is much easier for survival games. Methods For Random World/Terrain Generation: Finally, on to the freakin code and whatnot. Depending on how much you want to code on your own, and how much you want to snip off of what I am providing is totally your choice, and you can use the code that I am providing in any way you want. Now, before I list these options and some code for each, I would like to explain, that to achieve a smooth running minecraft-like random world/terrain in unity, it isn't necessarily hard to achieve, but it WILL take time. For those of you who want a random terrain in unity, I have come up with a few of the best options for random terrain/world generation techniques and such. Since the time I posted that code, I have revised some of my methods and have done a bit (a lot) of research. Sorry about my other script being a bit confusing.
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