Infinite Procedural Generation Release
Posted 2 days ago
Chunking System:
  • Cache's 9x9 chunks worth of terrain data with the origin in the middle
  • Shift cache data with movement
  • Empty cache chunks will get data if a player gets close enough
  • 5x5 area around the player gets built with data from the cache 

Noise System:
  • Choose between Perlin, Simplex, and Value noise generation.
  • Set chunk heightmap resolution
  • Set noise sample resolution ( Area to sample )
  • Set terrain height relative to noise height with a curve
  • Set falloff map size
  • Set noise frequency
  • Set noise seed
  • Set noise weight with a curve
  • Combine up to 3 noises with different weights relative to each other 
  • Export noise config as JSON
  • Import noise config from JSON
  • Export noise as a raw heightmap

Custom Terrain Shader:
  • Blend 10 textures based on the supplied heightmap
  • Works Standalone without Terrain Manager