Responsibilities:
Generated entirely through code
Controlled generation
Terrain length
Terrain width
Layer amount
Layer thickness
Hill height
Manual back-face culling
Improves performance
Roles & Restrictions:
Main programmer
Unity
C#
Description:
This project was created for college to show my skills regarding propriety procedural generation. This is a block-based minecraft-like terrain generator that I coded entirely myself using Unity 3D. An example of a down with this project was the performance issues; I would like for the generation to be bigger but with unity, it can only get so big before it freezes and crashes. An example of a up with this project is the back-face culling; the back-face culling generally gave me no trouble programming it and works pretty well with increasing performance to allow a bigger terrain to be generated. An example of a learning experience I had with this project was with the layering and learning it from scratch; also learning to fill the bottom layer to make the terrain look more minecraft-like was a great learning experience as well as I had learn it from scratch due to my unique code.