Generating landscapes
Besides dungeons and mazes, landscapes are the next big thing regarding procedural content. They're the de facto solution for open worlds. There are several algorithms for generating landscapes, and we will learn how to implement the Square-Diamond algorithm for generating landscapes. As a matter of fact, it is a popular algorithm for creating heightmap textures.
Getting ready
In this recipe, we will keep using a grid-based graph. However, this time we won't be using it for defining walls, but for terrain height. The interesting thing about this technique is that it can be applied seamlessly for both 2D and 3D worlds.
How to do it...
We will develop our terrain generator in just a single component:
- Create a new class named
TerrainGenerator
:
using UnityEngine; public class TerrainGenerator : MonoBehaviour { // next steps }
- Define the member variables required for controlling size, height, and processing:
[Range(3, 101)] public int size; [Range(0.1f, 20f)] public float...