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PROCEDURAL TERRAIN GENERATOR
I created an algorithm that procedurally generated terrain around a given game object that could be passed into the script. The terrain only creates collision volumes around the given objects and additionally chunks that are far away from the player use lower Level Of Details.
I developed three algorithms to manage the generated chunks. These algorithms are as follows:
1) Sets far away chunks to inactive
2) Deletes far away chunks
3) Refactors and re-uses
Mark: 74
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