Hello and welcome to this weeks Dev Diary!
Today I have a short update for several findings on how developers and landscape artists can approach terrain creation. As many of you know, procedural terrain creation has been the thing for a while now and it's no surprise to find several tutorials or showcases for that, even when you are not looking for information on procedural terrain generation. Here is couple of Unity tutorials for that;
- Complete Guide to Procedural Level Generation in Unity – Part 1
- PROCEDURAL TERRAIN in Unity! - Mesh Generation (YouTube Video)
As mentioned last week though, I needed to find information about methods of making huge maps, which might most likely require slicing up the terrain meshes into several pieces, before joining them together. Luckily, I found these four examples, of which one of them is an actual tutorial, while two others are short showcases of rendering techniques by EA and one is a blog post about heightmap optimization in short and quick analyse about different methods of handling procedural texture placement using a "Splatmap";
- Frostbite Rendering Architecture and Real-time Procedural Shading & Texturing Techniques (GDC 2007)
- Terrain in Battlefield 3: A Modern, Complete and Scalable System
- TERRAIN RENDERING IN GAMES – BASICS
- A Guide to Handling Huge Worlds in Unity – Part 1
Thus far, I haven't found time to try these out yet, but that is my agenda for this week.
Thank you for tuning in, and I'll see you on the next one!
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