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Procedural terrain mesh generation

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.

An adjustable triangle grid that uses perlin noise to create the mountain.

An adjustable triangle grid that uses perlin noise to create the mountain.

steps are created with multiplying, flooring then dividing the height values.

steps are created with multiplying, flooring then dividing the height values.

A version with a higher frequency of steps.

A version with a higher frequency of steps.

Finding large faces and subdividing them for additional detail to use.

Finding large faces and subdividing them for additional detail to use.

Relaxing vertices towards the average position of all their neighbors.

Relaxing vertices towards the average position of all their neighbors.

Using the rounding heights method again with less strenght.

Using the rounding heights method again with less strenght.

A demo to test collisions