ProcGen 0.1
I am very happy to present the first look at my progress with low poly procedural generation.

So there’s a lot going on here. Generally speaking, chunks are assigned starting points, noise is rendered, the mesh is created for each chunk, height is given to the vertex based on the noise algorithm, and a solid color texture is given to the triangles based on the min height of the three vertices.
I’m using the Unity port of the noise library LibNoise, the noise generated in the picture above is following the tutorial made by the creator. I plan to tweak it to fit what I want, and hopefully expand into regions / biomes in the future. But for now it’s looking great and really showing off what it can do.

Right now I’m generating the meshes in chunks, each 20 x 20 (unity units?). Unity can handle about 20×20 chunks generated at start. I plan to eventually get chunks loaded based on where the camera is in the world, like Minecraft.

A straight line is used for the height cutoff values of the colors, and it doesn’t look half bad. I kind of like the even look. But I will probably use a noise function in the future to decides the colors so it looks a little more natural.
I’m cheating with the water, its just a colored plane I added at about the right spot. That’s the next task on the agenda. That, and implementing my prefab spawning script I wrote into these meshes and seeing how that works out. I’m really happy I finally tackled this daunting task, because I really just couldn’t wrap my head around the process for the longest time.
Progress is being made!
