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Voxel Testing

This project was focused on 2D noise and terrain generation in the Unity engine. It was started December of 2021 and was meant to be the beginnings of a much larger project(Startrotter) that was later abandoned. During this project we used basic Perlin noise to create simple terrain. Unfortunately, the project files were lost but many images were saved. The following is a timeline of the development of this project.

This was the first successful generation of noise, which was mapped to a texture file as the voxel system hadn't been implemented yet.

First noise texture

After some tweaking, that code created this terrain texture.

First terrain texture

After about a week of pain and creating systems that would never be used, we finally implemented the voxel “engine” and created this first generation with actual voxels.

First voxel generation

Then we got these two generations in the voxel engine. At this point, we added rigidbodies to each voxel to allow for a player character.

First terrain generation Second terrain generation(new seed)

These two images show some tweaked values and the delicate balance that is required in this method of generation.

Weird noise Weirder noise

We began experimenting with material layers but it's a little hard to see. There are layers of dirt, gravel, and stone within the generation. Also, we added robot character that can run around and modify the terrain.

Adding multiple material types Robot character walking around

At this point, I was getting busy with. school so I could only finalize the cave generation. These images show the process of finding the proper size and texture of caves.

Tweaking CavesMore cave tweakingActually added grass textureBlobby cavesOne of the lastFailed cave generation

At last, we get to the final test with terrain for over a year and the last image I could find of our 2D voxel engine. We leaned toward a more walkable cave model as well as an multi-octave generation model for the surface noise. We added some alternate materials around the edges of the caves and varied the surface thickness.

Final terrain generation

There are no further updates to this project as the project was postponed indefinitely due to scheduling issues. As stated earlier, there are no viewable files associated with this project.

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