Procedural Terrain Generator! UNITY
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- Опубліковано 4 лют 2025
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Code: github.com/Fla...
Job System Tutorials :
1. • Getting Started with t...
2. • Unity DOTS 1.0 in 60 M...
Music:
Morning Routine by Ghostrifter Official | / ghostrifter-official
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Creative Commons CC BY-SA 3.0
creativecommon...
"by multitreading we can improve this immensely"
Vertex shader: look what they have to do to mimic a fraction of our power
yeayeyayeayeyaehayehya new upload i thought you was ded bro happy to see you again and sweet vid bruh
I forgot I am subscribed to your channel. I didn't regret it.
Professionnal level, you rocks !!!
Thanks for the video! My suggestion is to have the background music significantly less loud or remove it entirely. It often drowns out your voice
why does it sound like someone is eating in my left ear?
Impressive. Very nice.
Let's see Godot's terrain generator.
use of Jobs with terrain gen, not a bad idea!
Nice another video!
Hello! Isn't TotalTriangles = terrainMeshDetail * terrainMeshDetail * 2? There are 2 triangles in each square
Is there a good way to modify the code to be able to generate objects as well? I can't seem to be able to do that, most of the code is written in structs, and getting GameObject[] arrays into structs doesn't seem to work.
I don't have universal option in graph settings at active targets
getting error in 113,22 ..it says float2 could not found...any solution for this
i am using unity2022
I want to know about to how to detect ends points of this terrain and to genrate neighobur terrain plese reply
hey just a quick question, is there any way to change what terrain appears? to move around or randomise it?
No this variables in inspector have to be fixed 😂😂😂
well I cant find jobs in package manager even when i enable the pre packages, any idea?
I’m having the same issue. Can’t find it anywhere
This is because jobs isent a package. It's already in unity by default. You just have to put the using tag before your script
This is so cool :D. One question, can we use this for our own games or is is copyrighted? I want to respect it if it is copyrighted, because it seems like it was a lot of work😅
Edit: I tried the github thing but it keeps saying that "The type or namespace name 'B83' could not be found", is there something else that has to be imported? (Sorry)😅
Oop I'll look into that. Thanks for telling me so early. And no it's not copyrighted. I give anyone full right to use and manipulate any of the code on that github page
@@Flaroon Oh okay thanks :D. The error appears when I try to import everything from Flaroon/Video-Files, maybe I'm not supposed to import all that😅
I assumes that was the case because the B83 is a custom meshing library. Your comment did make me fix a little issue in the code I missed so thankyou very much.
@@Flaroon be clear, you still have the copyright and it is still copyrighted. But the repository says it is licensed with the MIT license, which is very liberal: Basically do not claim it is your own, say from whom it is from (and that it has the MIT license), then you may use it.
The distinction is important because as the copyright holder, you are allowed to release the source with a different license, while other people may not.
Dude great video as always! You are very much underappreciated in the community ❤️
Hoping to get the chance to use some version of this for ttrpg map generation in the future. I have zero experience with coding, though. ;
I just added the shader graph and still nothing happened
I need that editor and configuration
Part 2 never came 😢
DW man, got hs finals rn, Ill be back in a few weeks.
I think compute shader(s) would be faster.
Compute Shaders are a LOT faster, but they are also a lot harder. There are some videos on the subject, but you won't find many devs dipping their toes, as the HLSL is a completely diff animal.