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Jed037 Procedural Terrain Generator in Unity

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🎯 Загружено автоматически через бота: 🚫 Оригинал видео: 📺 Данное видео является собственностью канала Jed037. Оно представлено в нашем сообществе исключительно в информационных, научных, образовательных или культурных целях. Наше сообщество не утверждает никаких прав на данное видео. Пожалуйста, поддержите автора, посетив его оригинальный канал: @jed0378. ✉️ Если у вас есть претензии к авторским правам на данное видео, пожалуйста, свяжитесь с нами по почте support@, и мы немедленно удалим его. 📃 Оригинальное описание: Hello, Today I will be showcasing my voxel terrain generator that I have implemented for the Unity Engine. The terrain generator uses an Octree to allow for very large maps. In the video, it uses a depth of 7 (which allows for a 1024m^3 map with a voxel size of per voxel). I use async texture readback and compute shaders for generating the voxel data on the GPU, and I use the Job system Burst on the CPU for mesh generation and edits. Currently I do 1 async readback task per frame and I can handle up to 4 mesh jobs per frame (although the maximum is 8). The meshing algorithm I use is naive surface nets (volume of 64x64x64) but with some optimizations that are based on marching cubes edge bitmasks (which reduced the average time for my surface nets job from 16ms down to 4ms). There are still many more optimizations that I could apply but for now this is satisfactory. There are some issues with my current implementation at the moment: Chunks popping in / popping out (could be fixed using dithering) Edits not being saved (implemented in latest update) Repository:

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