A procedural terrain mesh generator made in unity. A mountain is created from the grid using perlin noise. The grid is multiplied by X, floored and divided by X to control the number of steps. Stretched out faces have edges flipped for a more even area. All vertices are moved towards the average position of all of their neighbors. All vertices are pulled towards the closest height again but with less strength.
The demo's main purpose is to test the collisions of the generated mesh.
A demo to test collisions