Yes, I have researched compute shader actually. I haven't made a tutorial on them due to the fact that the code was too messy and there was too much of it for a tutorial.
@@alexthompson8977 Try going to your package manager and pressing the little + icon in the top left. Then go add package with github URL and type in this "com.unity.Mathematics".
great stuff! can you complement by dealing with this map in a proper terrain object? + including the heightmap, grass/trees placement per biome etc Cheers dude!
I was wondering why he wasn't doing that myself. Though there are valid cases for creating a mesh, there are many other valid reasons for using Unity's built in Terrain System. To that end, all you need to do is ensure the terrain generation Noisefunction returns a float value from 0 to 1. And then set that number into the TerrainData via the TerrainData.SetHeights(X, Y, H) function, you will of course need to set up a blank terrain first. You can then alter his code to create the AlphaMaps (Splat maps) to manage the Biom's terrain textures (don't forget to use the terrain's slope value for setting cliff areas). The Alpha maps can then be read when procedurally populating the terrain with appropriate vegetation. I find it better to also create terrain images that can be read (like his original code) as traversing the terrain's AlphaMaps can be cumbersome. If you want to get really creative, you can up the scale of that Biom image, add additional noise & details, and overlay onto the terrain (shader majic) and/or use it as a mini-map.
@Jack's Skate progression there would be but I think I might leave infinite islands for the next video. That could be a little bit of a more complicated topic
I liked the content and it's very clear you know what you're doing, but I can't get past your vocalization of words. Sorry man, keep up the good work but please hone your enunciation
Irl I'm a very fluent English speaker but idk why on my mic, when I'm recording I get stressed, resulting in me stuttering and messing up words. I'm actively trying to improve my enunciation. Thankyou for watching the video.
nice asmr. made my brain tingle. love it.
Hi! What purpose do the 1.0f and the 0.5f values at line 14 in Noisefunctionv2 (12:51) serve?
What if I wanted the float to range from 0.25f to 0.75f?
I'm sorry sir, but have you actually chosen on your free will to change the font of your code editor to Comic Sans?
Challenge between friends. Couldn't bother to change it back. I use rider now so back to the normal font.
Good stuff!
I think you might want to explore compute shaders for the generation process. Will reduce generation delays dramatically.
Yes, I have researched compute shader actually. I haven't made a tutorial on them due to the fact that the code was too messy and there was too much of it for a tutorial.
@@Flaroon You are right, it needs a tutorial of its own.
@@Flaroon for some reason unity.mathematics isn't working.
@@alexthompson8977 Try going to your package manager and pressing the little + icon in the top left. Then go add package with github URL and type in this "com.unity.Mathematics".
@@Flaroon I did that and installed it but it's still not working
Hi how can I apply this to have a 3d version and not just a flat plane?
great stuff! can you complement by dealing with this map in a proper terrain object? + including the heightmap, grass/trees placement per biome etc
Cheers dude!
I was wondering why he wasn't doing that myself. Though there are valid cases for creating a mesh, there are many other valid reasons for using Unity's built in Terrain System.
To that end, all you need to do is ensure the terrain generation Noisefunction returns a float value from 0 to 1. And then set that number into the TerrainData via the TerrainData.SetHeights(X, Y, H) function, you will of course need to set up a blank terrain first.
You can then alter his code to create the AlphaMaps (Splat maps) to manage the Biom's terrain textures (don't forget to use the terrain's slope value for setting cliff areas). The Alpha maps can then be read when procedurally populating the terrain with appropriate vegetation.
I find it better to also create terrain images that can be read (like his original code) as traversing the terrain's AlphaMaps can be cumbersome. If you want to get really creative, you can up the scale of that Biom image, add additional noise & details, and overlay onto the terrain (shader majic) and/or use it as a mini-map.
your code is in comic sans, idk whether I respect you or not.
Please don't. Idk what I was thinking lol.
Very nice, very appreciated
Thank you!
can you make a tutorial how to optimize this
Sure thing, Ill put that on the list 👍
hey can you pls help me with this error Assets\NoiseGenerator.cs(19,76): error CS1501: No overload for method 'Range' takes 1 arguments
nevermind o got it right
is this 3d or not?
Not 3d but working on a big video right now converting this to 3d
@Jack's Skate progression about a week. It should be up
@Jack's Skate progression there would be but I think I might leave infinite islands for the next video. That could be a little bit of a more complicated topic
@@Flaroon did you ever make the vid on the 3d version of this? since i cant seem to find it
I liked the content and it's very clear you know what you're doing, but I can't get past your vocalization of words. Sorry man, keep up the good work but please hone your enunciation
Irl I'm a very fluent English speaker but idk why on my mic, when I'm recording I get stressed, resulting in me stuttering and messing up words. I'm actively trying to improve my enunciation. Thankyou for watching the video.
curry