-
Notifications
You must be signed in to change notification settings - Fork 11
/
Part 6.html
767 lines (564 loc) · 67.9 KB
/
Part 6.html
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
<!DOCTYPE html>
<!-- saved from url=(0112)https://web.archive.org/web/20150214125723/http://alexstv.com:80/index.php/posts/unity-voxel-block-tutorial-pt-6 -->
<html lang="en"><head><meta http-equiv="Content-Type" content="text/html; charset=UTF-8"><script async="" src="./Part 6_files/analytics.js.descarga"></script><script src="./Part 6_files/analytics.js(1).descarga" type="text/javascript"></script>
<script type="text/javascript">window.addEventListener('DOMContentLoaded',function(){var v=archive_analytics.values;v.service='wb';v.server_name='wwwb-app12.us.archive.org';v.server_ms=705;archive_analytics.send_pageview({});});</script>
<script type="text/javascript" src="./Part 6_files/ait-client-rewrite.js.descarga" charset="utf-8"></script>
<script type="text/javascript">
WB_wombat_Init('https://web.archive.org/web', '20150214125723', 'alexstv.com:80');
</script>
<script type="text/javascript" src="./Part 6_files/wbhack.js.descarga" charset="utf-8"></script>
<script type="text/javascript">
__wbhack.init('https://web.archive.org/web');
</script>
<link rel="stylesheet" type="text/css" href="./Part 6_files/banner-styles.css">
<link rel="stylesheet" type="text/css" href="./Part 6_files/iconochive.css">
<!-- End Wayback Rewrite JS Include -->
<title>AlexStv</title>
<meta name="description" content="Code and things">
<link rel="stylesheet" href="./Part 6_files/reset.css">
<link rel="stylesheet" href="./Part 6_files/style.css">
<link rel="alternate" type="application/rss+xml" title="RSS" href="https://web.archive.org/web/20150214125723/http://alexstv.com:80/index.php/feeds/rss">
<link rel="shortcut icon" href="https://web.archive.org/web/20150214125723im_/http://alexstv.com:80/themes/AnchoredGallery/img/favicon.png">
<!--[if lt IE 9]>
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
<![endif]-->
<script>var base = '/themes/AnchoredGallery/';</script>
<script src="./Part 6_files/zepto.js.descarga"></script>
<script src="./Part 6_files/main.js.descarga"></script>
<link href="./Part 6_files/css" rel="stylesheet" type="text/css">
<link href="./Part 6_files/css(1)" rel="stylesheet" type="text/css">
<link type="text/css" rel="Stylesheet" href="./Part 6_files/shCoreRDark.css">
<meta name="viewport" content="width=600">
<meta name="generator" content="Anchor CMS">
<meta property="og:title" content="AlexStv">
<meta property="og:type" content="website">
<meta property="og:url" content="posts/unity-voxel-block-tutorial-pt-6">
<meta property="og:image" content="/web/20150214125723im_/http://alexstv.com:80/themes/AnchoredGallery/img/og_image.gif">
<meta property="og:site_name" content="AlexStv">
<meta property="og:description" content="Code and things">
<!-- Include required JS files -->
<script type="text/javascript" src="./Part 6_files/shCore.js.descarga"></script>
<script type="text/javascript" src="./Part 6_files/shBrushCSharp.js.descarga"></script>
<script type="text/javascript" src="./Part 6_files/jquery.min.js.descarga"></script>
<!-- Include jQuery Syntax Highlighter -->
<script type="text/javascript" src="./Part 6_files/jquery.syntaxhighlighter.min.js.descarga"></script>
<!-- Initialise jQuery Syntax Highlighter -->
<script type="text/javascript">$.SyntaxHighlighter.init();</script>
<!-- Initialise jQuery Syntax Highlighter -->
<script type="text/javascript">
$.SyntaxHighlighter.init({
'alternateLines':true
});
</script>
<script type="text/javascript">
SyntaxHighlighter.all()
</script></head>
<body class="posts home js-enabled"><div id="wm-ipp" lang="en" style="display: block; direction: ltr;">
<div style="position:fixed;left:0;top:0;right:0;">
<div id="wm-ipp-inside">
<div style="position:relative;">
<div id="wm-logo" style="float:left;width:130px;padding-top:10px;">
<a href="https://web.archive.org/web/" title="Wayback Machine home page"><img src="./Part 6_files/wayback-toolbar-logo.png" alt="Wayback Machine" width="110" height="39" border="0"></a>
</div>
<div class="r" style="float:right;">
<div id="wm-btns" style="text-align:right;height:25px;">
<div id="wm-save-snapshot-success">success</div>
<div id="wm-save-snapshot-fail">fail</div>
<a href="https://web.archive.org/web/20150214125723/http://alexstv.com:80/index.php/posts/unity-voxel-block-tutorial-pt-6#" onclick="__wm.saveSnapshot('http://alexstv.com:80/index.php/posts/unity-voxel-block-tutorial-pt-6', '20150214125723')" title="Share via My Web Archive" id="wm-save-snapshot-open" style="display: none;">
<span class="iconochive-web"></span>
</a>
<a href="https://archive.org/account/login.php" title="Sign In" id="wm-sign-in" style="display: inline-block;">
<span class="iconochive-person"></span>
</a>
<span id="wm-save-snapshot-in-progress" class="iconochive-web" style="display: none;"></span>
<a href="http://faq.web.archive.org/" title="Get some help using the Wayback Machine" style="top:-6px;"><span class="iconochive-question" style="color:rgb(87,186,244);font-size:160%;"></span></a>
<a id="wm-tb-close" href="https://web.archive.org/web/20150214125723/http://alexstv.com:80/index.php/posts/unity-voxel-block-tutorial-pt-6#close" onclick="__wm.h(event);return false;" style="top:-2px;" title="Close the toolbar"><span class="iconochive-remove-circle" style="color:#888888;font-size:240%;"></span></a>
</div>
<div id="wm-share" style="text-align:right;">
<a href="https://web.archive.org/web/20150214125723/http://alexstv.com:80/index.php/posts/unity-voxel-block-tutorial-pt-6#" onclick="window.open('https://www.facebook.com/sharer/sharer.php?u=https://web.archive.org/web/20150214125723/http://alexstv.com:80/index.php/posts/unity-voxel-block-tutorial-pt-6', '', 'height=400,width=600'); return false;" title="Share on Facebook" style="margin-right:5px;" target="_blank"><span class="iconochive-facebook" style="color:#3b5998;font-size:160%;"></span></a>
<a href="https://web.archive.org/web/20150214125723/http://alexstv.com:80/index.php/posts/unity-voxel-block-tutorial-pt-6#" onclick="window.open('https://twitter.com/intent/tweet?text=https://web.archive.org/web/20150214125723/http://alexstv.com:80/index.php/posts/unity-voxel-block-tutorial-pt-6&via=internetarchive', '', 'height=400,width=600'); return false;" title="Share on Twitter" style="margin-right:5px;" target="_blank"><span class="iconochive-twitter" style="color:#1dcaff;font-size:160%;"></span></a>
</div>
</div>
<table class="c" style="">
<tbody>
<tr>
<td class="u" colspan="2">
<form target="_top" method="get" action="https://web.archive.org/web/submit" name="wmtb" id="wmtb"><input type="text" name="url" id="wmtbURL" value="http://alexstv.com:80/index.php/posts/unity-voxel-block-tutorial-pt-6" onfocus="this.focus();this.select();" autocomplete="off"><input type="hidden" name="type" value="replay"><input type="hidden" name="date" value="20150214125723"><input type="submit" value="Go"></form>
</td>
<td class="n" rowspan="2" style="width:110px;">
<table>
<tbody>
<!-- NEXT/PREV MONTH NAV AND MONTH INDICATOR -->
<tr class="m">
<td class="b" nowrap="nowrap">Jan</td>
<td class="c" id="displayMonthEl" title="You are here: 12:57:23 Feb 14, 2015">FEB</td>
<td class="f" nowrap="nowrap"><a href="https://web.archive.org/web/20150318012527/http://alexstv.com:80/index.php/posts/unity-voxel-block-tutorial-pt-6" title="18 Mar 2015"><strong>Mar</strong></a></td>
</tr>
<!-- NEXT/PREV CAPTURE NAV AND DAY OF MONTH INDICATOR -->
<tr class="d">
<td class="b" nowrap="nowrap"><a href="https://web.archive.org/web/20150201045057/http://alexstv.com:80/index.php/posts/unity-voxel-block-tutorial-pt-6" title="04:50:57 Feb 01, 2015"><img src="./Part 6_files/wm_tb_prv_on.png" alt="Previous capture" width="14" height="16" border="0"></a></td>
<td class="c" id="displayDayEl" style="width:34px;font-size:24px;white-space:nowrap;" title="You are here: 12:57:23 Feb 14, 2015">14</td>
<td class="f" nowrap="nowrap"><a href="https://web.archive.org/web/20150318012527/http://alexstv.com:80/index.php/posts/unity-voxel-block-tutorial-pt-6" title="01:25:27 Mar 18, 2015"><img src="./Part 6_files/wm_tb_nxt_on.png" alt="Next capture" width="14" height="16" border="0"></a></td>
</tr>
<!-- NEXT/PREV YEAR NAV AND YEAR INDICATOR -->
<tr class="y">
<td class="b" nowrap="nowrap">2014</td>
<td class="c" id="displayYearEl" title="You are here: 12:57:23 Feb 14, 2015">2015</td>
<td class="f" nowrap="nowrap"><a href="https://web.archive.org/web/20160329050400/http://alexstv.com/index.php/posts/unity-voxel-block-tutorial-pt-6" title="29 Mar 2016"><strong>2016</strong></a></td>
</tr>
</tbody>
</table>
</td>
</tr>
<tr>
<td class="s">
<div id="wm-nav-captures"><a class="t" href="https://web.archive.org/web/*/http://alexstv.com:80/index.php/posts/unity-voxel-block-tutorial-pt-6" title="See a list of every capture for this URL">30 captures</a><div class="r" title="Timespan for captures of this URL">31 Jan 2015 - 1 Oct 2017</div></div>
</td>
<td class="k">
<a href="https://web.archive.org/web/20150214125723/http://alexstv.com:80/index.php/posts/unity-voxel-block-tutorial-pt-6" id="wm-graph-anchor">
<div id="wm-ipp-sparkline" title="Explore captures for this URL" style="position: relative">
<canvas id="wm-sparkline-canvas" width="575" height="27" border="0"></canvas>
<div class="yt" style="display: none; width: 25px; height: 27px;"></div><div class="mt" style="display: none; width: 2px; height: 27px;"></div></div>
</a>
</td>
</tr>
</tbody>
</table>
<div style="position:absolute;bottom:0;right:2px;text-align:right;">
<a id="wm-expand" class="wm-btn wm-closed" href="https://web.archive.org/web/20150214125723/http://alexstv.com:80/index.php/posts/unity-voxel-block-tutorial-pt-6#expand" onclick="__wm.ex(event);return false;"><span id="wm-expand-icon" class="iconochive-down-solid"></span> <span style="font-size:80%">About this capture</span></a>
</div>
</div>
<div id="wm-capinfo" style="border-top:1px solid #777;display:none; overflow: hidden">
<div style="background-color:#666;color:#fff;font-weight:bold;text-align:center">COLLECTED BY</div>
<div style="padding:3px;position:relative" id="wm-collected-by-content">
<div style="display:inline-block;vertical-align:top;width:50%;">
<span class="c-logo" style="background-image:url(https://archive.org/services/img/alexacrawls);"></span>
Organization: <a style="color:#33f;" href="https://archive.org/details/alexacrawls" target="_new"><span class="wm-title">Alexa Crawls</span></a>
<div style="max-height:75px;overflow:hidden;position:relative;">
<div style="position:absolute;top:0;left:0;width:100%;height:75px;background:linear-gradient(to bottom,rgba(255,255,255,0) 0%,rgba(255,255,255,0) 90%,rgba(255,255,255,255) 100%);"></div>
Starting in 1996, <a href="http://www.alexa.com/">Alexa Internet</a> has been donating their crawl data to the Internet Archive. Flowing in every day, these data are added to the <a href="http://web.archive.org/">Wayback Machine</a> after an embargo period.
</div>
</div>
<div style="display:inline-block;vertical-align:top;width:49%;">
<span class="c-logo" style="background-image:url(https://archive.org/services/img/alexacrawls)"></span>
<div>Collection: <a style="color:#33f;" href="https://archive.org/details/alexacrawls" target="_new"><span class="wm-title">Alexa Crawls</span></a></div>
<div style="max-height:75px;overflow:hidden;position:relative;">
<div style="position:absolute;top:0;left:0;width:100%;height:75px;background:linear-gradient(to bottom,rgba(255,255,255,0) 0%,rgba(255,255,255,0) 90%,rgba(255,255,255,255) 100%);"></div>
Starting in 1996, <a href="http://www.alexa.com/">Alexa Internet</a> has been donating their crawl data to the Internet Archive. Flowing in every day, these data are added to the <a href="http://web.archive.org/">Wayback Machine</a> after an embargo period.
</div>
</div>
</div>
<div style="background-color:#666;color:#fff;font-weight:bold;text-align:center" title="Timestamps for the elements of this page">TIMESTAMPS</div>
<div>
<div id="wm-capresources" style="margin:0 5px 5px 5px;max-height:250px;overflow-y:scroll !important"></div>
<div id="wm-capresources-loading" style="text-align:left;margin:0 20px 5px 5px;display:none"><img src="./Part 6_files/loading.gif" alt="loading"></div>
</div>
</div></div></div></div><!-- BEGIN WAYBACK TOOLBAR INSERT -->
<script type="text/javascript" src="./Part 6_files/timestamp.js.descarga" charset="utf-8"></script>
<script type="text/javascript" src="./Part 6_files/graph-calc.js.descarga" charset="utf-8"></script>
<script type="text/javascript" src="./Part 6_files/auto-complete.js.descarga" charset="utf-8"></script>
<script type="text/javascript" src="./Part 6_files/toolbar.js.descarga" charset="utf-8"></script>
<style type="text/css">
body {
margin-top:0 !important;
padding-top:0 !important;
/*min-width:800px !important;*/
}
.wb-autocomplete-suggestions {
text-align: left; cursor: default; border: 1px solid #ccc; border-top: 0; background: #fff; box-shadow: -1px 1px 3px rgba(0,0,0,.1);
position: absolute; display: none; z-index: 2147483647; max-height: 254px; overflow: hidden; overflow-y: auto; box-sizing: border-box;
}
.wb-autocomplete-suggestion { position: relative; padding: 0 .6em; line-height: 23px; white-space: nowrap; overflow: hidden; text-overflow: ellipsis; font-size: 1.02em; color: #333; }
.wb-autocomplete-suggestion b { font-weight: bold; }
.wb-autocomplete-suggestion.selected { background: #f0f0f0; }
</style>
<script type="text/javascript">
__wm.bt(575,27,25,2,"web","http://alexstv.com:80/index.php/posts/unity-voxel-block-tutorial-pt-6","2015-02-14",1996);
</script><div class="wb-autocomplete-suggestions " style="left: 147px; top: 23px; width: 643px;"></div>
<!-- END WAYBACK TOOLBAR INSERT -->
<div style="background-color:#4774A5; overflow:hidden; background-position:center; background-image:url('https://web.archive.org/web/20150214125723im_/http://4.bp.blogspot.com/-9w7pH08mSaM/UGbaDEz3kOI/AAAAAAAADeI/9XWFFsdLdwg/s1600/body.png');background-repeat:repeat;">
<article class="wrapper">
<a href="https://web.archive.org/web/20150214125723/http://alexstv.com:80/index.php/">
<header>
<titletext>AlexStv</titletext>
</header>
</a>
<div class="pagewrapper" style="width:100%">
<a href="https://web.archive.org/web/20150214125723/http://alexstv.com:80/index.php/category/general" title="General">
<div class="page" style="width:33.333333333333%">
<stamptext>General (2)</stamptext>
</div>
</a>
<a href="https://web.archive.org/web/20150214125723/http://alexstv.com:80/index.php/category/voxels" title="Voxels">
<div class="page" style="width:33.333333333333%">
<stamptext>Voxels (7)</stamptext>
</div>
</a>
<a href="https://web.archive.org/web/20150214125723/http://alexstv.com:80/index.php/category/grapple" title="Grapple">
<div class="page" style="width:33.333333333333%">
<stamptext>Grapple (3)</stamptext>
</div>
</a>
</div>
</article>
</div>
<div class="bg2">
<article class="wrapper">
<div class="post">
<div id="filler">
<div class="description" style="width:100%; padding-bottom:30px; background-color:#3C5C89;">
<h1 style="color:#fff;">Unity voxel block tutorial pt. 6</h1>
</div>
</div>
<div id="filler">
<div class="description">
<bodytext>
<p>So far we have a very interesting system for voxel terrain but it still doesn't look great. It needs some realistic terrain to shape the chunks. We'll be adding that using simplex noise for semi random noise. We'll use simplex noise because it can give us smooth non repeating values based on coordinates. This means that we can use the coordinates of a chunk to decide its contents and fill it the same way every time. The way Perlin noise is usually used for terrain is to take noise generated with different frequencies applied on top of each other so that you get large mountains with small rocks and roughness. I'll let people who can explain it better explain though: <a href="https://web.archive.org/web/20150214125723/http://freespace.virgin.net/hugo.elias/models/m_perlin.htm">Perlin noise</a>. We will be using a public domain implementation of simplex noise in C# but if you would like to take a look at implementing Perlin noise yourself take a look at CatLikeCoading's fantastic <a href="https://web.archive.org/web/20150214125723/http://catlikecoding.com/unity/tutorials/simplex-noise/">tutorial on simplex noise</a>.</p>
<p>Great so we'll start from the source of noise, which we will get from <a href="https://web.archive.org/web/20150214125723/https://code.google.com/p/simplexnoise/">this project</a>. <strong>Create a new script called Noise</strong> and delete its automatically generated contents and replace it with the code from the simplexnoise project's noise.cs file found here: https://simplexnoise.googlecode.com/svn/trunk/SimplexNoise/Noise.cs and that should meet all our needs for noise generation. The reason we're using this and not Unity's Mathf.PerlinNoise function is that it only uses 2d coordinates to generate noise not 3d, this could be a problem if you want to use noise to create 3d caves or anything other than a height map.</p>
<p>Once you have your new script with content from the link above we can continue and <strong>create a new script called TerrainGen</strong> which we'll use to fill chunks with their contents. To start off put this in the new script:</p>
<p> </p></bodytext></div> </div> <div class="codeblock"><div><div id="highlighter_298935" class="syntaxhighlighter csharp"><table border="0" cellpadding="0" cellspacing="0"><tbody><tr><td class="gutter"><div class="line number1 index0 alt2">1</div><div class="line number2 index1 alt1">2</div><div class="line number3 index2 alt2">3</div><div class="line number4 index3 alt1">4</div><div class="line number5 index4 alt2">5</div><div class="line number6 index5 alt1">6</div><div class="line number7 index6 alt2">7</div><div class="line number8 index7 alt1">8</div><div class="line number9 index8 alt2">9</div><div class="line number10 index9 alt1">10</div><div class="line number11 index10 alt2">11</div><div class="line number12 index11 alt1">12</div><div class="line number13 index12 alt2">13</div><div class="line number14 index13 alt1">14</div><div class="line number15 index14 alt2">15</div><div class="line number16 index15 alt1">16</div></td><td class="code"><div class="container"><div class="line number1 index0 alt2"><code class="csharp keyword">using</code> <code class="csharp plain">UnityEngine;</code></div><div class="line number2 index1 alt1"><code class="csharp keyword">using</code> <code class="csharp plain">System.Collections;</code></div><div class="line number3 index2 alt2"><code class="csharp keyword">using</code> <code class="csharp plain">SimplexNoise;</code></div><div class="line number4 index3 alt1"> </div><div class="line number5 index4 alt2"><code class="csharp keyword">public</code> <code class="csharp keyword">class</code> <code class="csharp plain">TerrainGen {</code></div><div class="line number6 index5 alt1"> </div><div class="line number7 index6 alt2"><code class="csharp spaces"> </code><code class="csharp keyword">public</code> <code class="csharp plain">Chunk ChunkGen(Chunk chunk)</code></div><div class="line number8 index7 alt1"><code class="csharp spaces"> </code><code class="csharp plain">{</code></div><div class="line number9 index8 alt2"> </div><div class="line number10 index9 alt1"><code class="csharp spaces"> </code><code class="csharp plain">}</code></div><div class="line number11 index10 alt2"> </div><div class="line number12 index11 alt1"><code class="csharp spaces"> </code><code class="csharp keyword">public</code> <code class="csharp keyword">static</code> <code class="csharp keyword">int</code> <code class="csharp plain">GetNoise(</code><code class="csharp keyword">int</code> <code class="csharp plain">x, </code><code class="csharp keyword">int</code> <code class="csharp plain">y, </code><code class="csharp keyword">int</code> <code class="csharp plain">z, </code><code class="csharp keyword">float</code> <code class="csharp plain">scale, </code><code class="csharp keyword">int</code> <code class="csharp plain">max)</code></div><div class="line number13 index12 alt2"><code class="csharp spaces"> </code><code class="csharp plain">{</code></div><div class="line number14 index13 alt1"><code class="csharp spaces"> </code><code class="csharp keyword">return</code> <code class="csharp plain">Mathf.FloorToInt( (Noise.Generate(x * scale, y * scale, z * scale) + 1f) * (max/2f));</code></div><div class="line number15 index14 alt2"><code class="csharp spaces"> </code><code class="csharp plain">}</code></div><div class="line number16 index15 alt1"><code class="csharp plain">}</code></div></div></td></tr></tbody></table></div></div></div><div id="filler"> <div class="description" style="padding-top:0px"> <bodytext><p></p>
<p>Here we have a class with two functions. First of all GetNoise has some content already, it serves as an easier way to call the Noise script's Noise.Generate which get's some noise for the coordinates provided. The function takes the coordinates to sample. It also takes a scale value which we will multiply the coordinates by, a smaller value here samples a smaller area giving us smooth noise suitable for mountains with long distances between the peaks and valleys but a larger value will make more frequent bumps and dips. The max parameter is the max of the return value, we will always get an int returned between zero and max.</p>
<p>We can start working on the ChunkGen function now, it's meant to take a chunk, fill it and return the filled chunk. It will do this by cycling over every column in the chunk and handling them individually. Add the following code to the function to make it cycle over every column with a new function to handle columns individually:</p>
<p> </p></bodytext></div> </div> <div class="codeblock"><div><div id="highlighter_795383" class="syntaxhighlighter csharp"><table border="0" cellpadding="0" cellspacing="0"><tbody><tr><td class="gutter"><div class="line number1 index0 alt2">1</div><div class="line number2 index1 alt1">2</div><div class="line number3 index2 alt2">3</div><div class="line number4 index3 alt1">4</div><div class="line number5 index4 alt2">5</div><div class="line number6 index5 alt1">6</div><div class="line number7 index6 alt2">7</div><div class="line number8 index7 alt1">8</div><div class="line number9 index8 alt2">9</div><div class="line number10 index9 alt1">10</div><div class="line number11 index10 alt2">11</div><div class="line number12 index11 alt1">12</div><div class="line number13 index12 alt2">13</div><div class="line number14 index13 alt1">14</div><div class="line number15 index14 alt2">15</div><div class="line number16 index15 alt1">16</div></td><td class="code"><div class="container"><div class="line number1 index0 alt2"><code class="csharp spaces"> </code><code class="csharp keyword">public</code> <code class="csharp plain">Chunk ChunkGen(Chunk chunk)</code></div><div class="line number2 index1 alt1"><code class="csharp spaces"> </code><code class="csharp plain">{</code></div><div class="line number3 index2 alt2"><code class="csharp spaces"> </code><code class="csharp keyword">for</code> <code class="csharp plain">(</code><code class="csharp keyword">int</code> <code class="csharp plain">x = chunk.pos.x; x < chunk.pos.x + Chunk.chunkSize; x++)</code></div><div class="line number4 index3 alt1"><code class="csharp spaces"> </code><code class="csharp plain">{</code></div><div class="line number5 index4 alt2"><code class="csharp spaces"> </code><code class="csharp keyword">for</code> <code class="csharp plain">(</code><code class="csharp keyword">int</code> <code class="csharp plain">z = chunk.pos.z; z < chunk.pos.z + Chunk.chunkSize; z++)</code></div><div class="line number6 index5 alt1"><code class="csharp spaces"> </code><code class="csharp plain">{</code></div><div class="line number7 index6 alt2"><code class="csharp spaces"> </code><code class="csharp plain">chunk = ChunkColumnGen(chunk, x, z);</code></div><div class="line number8 index7 alt1"><code class="csharp spaces"> </code><code class="csharp plain">}</code></div><div class="line number9 index8 alt2"><code class="csharp spaces"> </code><code class="csharp plain">}</code></div><div class="line number10 index9 alt1"><code class="csharp spaces"> </code><code class="csharp keyword">return</code> <code class="csharp plain">chunk;</code></div><div class="line number11 index10 alt2"><code class="csharp spaces"> </code><code class="csharp plain">}</code></div><div class="line number12 index11 alt1"> </div><div class="line number13 index12 alt2"><code class="csharp spaces"> </code><code class="csharp keyword">public</code> <code class="csharp plain">Chunk ChunkColumnGen(Chunk chunk, </code><code class="csharp keyword">int</code> <code class="csharp plain">x, </code><code class="csharp keyword">int</code> <code class="csharp plain">z)</code></div><div class="line number14 index13 alt1"><code class="csharp spaces"> </code><code class="csharp plain">{</code></div><div class="line number15 index14 alt2"><code class="csharp spaces"> </code><code class="csharp keyword">return</code> <code class="csharp plain">chunk;</code></div><div class="line number16 index15 alt1"><code class="csharp spaces"> </code><code class="csharp plain">}</code></div></div></td></tr></tbody></table></div></div></div><div id="filler"> <div class="description" style="padding-top:0px"> <bodytext><p></p>
<p>Now every column goes through ChunkColumnGen and the changes are added to chunk. Now we'll add some generation to the new function but first we'll need some variables to control the noise function so add these new private variables:</p>
<p> </p></bodytext></div> </div> <div class="codeblock"><div><div id="highlighter_441473" class="syntaxhighlighter csharp"><table border="0" cellpadding="0" cellspacing="0"><tbody><tr><td class="gutter"><div class="line number1 index0 alt2">1</div><div class="line number2 index1 alt1">2</div><div class="line number3 index2 alt2">3</div><div class="line number4 index3 alt1">4</div><div class="line number5 index4 alt2">5</div><div class="line number6 index5 alt1">6</div><div class="line number7 index6 alt2">7</div><div class="line number8 index7 alt1">8</div><div class="line number9 index8 alt2">9</div><div class="line number10 index9 alt1">10</div><div class="line number11 index10 alt2">11</div></td><td class="code"><div class="container"><div class="line number1 index0 alt2"><code class="csharp spaces"> </code><code class="csharp keyword">float</code> <code class="csharp plain">stoneBaseHeight = -24;</code></div><div class="line number2 index1 alt1"><code class="csharp spaces"> </code><code class="csharp keyword">float</code> <code class="csharp plain">stoneBaseNoise = 0.05f;</code></div><div class="line number3 index2 alt2"><code class="csharp spaces"> </code><code class="csharp keyword">float</code> <code class="csharp plain">stoneBaseNoiseHeight = 4;</code></div><div class="line number4 index3 alt1"> </div><div class="line number5 index4 alt2"><code class="csharp spaces"> </code><code class="csharp keyword">float</code> <code class="csharp plain">stoneMountainHeight = 48;</code></div><div class="line number6 index5 alt1"><code class="csharp spaces"> </code><code class="csharp keyword">float</code> <code class="csharp plain">stoneMountainFrequency = 0.008f;</code></div><div class="line number7 index6 alt2"><code class="csharp spaces"> </code><code class="csharp keyword">float</code> <code class="csharp plain">stoneMinHeight = -12;</code></div><div class="line number8 index7 alt1"> </div><div class="line number9 index8 alt2"><code class="csharp spaces"> </code><code class="csharp keyword">float</code> <code class="csharp plain">dirtBaseHeight = 1;</code></div><div class="line number10 index9 alt1"><code class="csharp spaces"> </code><code class="csharp keyword">float</code> <code class="csharp plain">dirtNoise = 0.04f;</code></div><div class="line number11 index10 alt2"><code class="csharp spaces"> </code><code class="csharp keyword">float</code> <code class="csharp plain">dirtNoiseHeight = 3;</code></div></div></td></tr></tbody></table></div></div></div><div id="filler"> <div class="description" style="padding-top:0px"> <bodytext><p></p>
<p>These are variables for three separate parts of the terrain, first the base stone layer it has a base height that we'll start from, then the scale of the noise to add to the base height an the height of that noise. 0.05 for noise makes peaks around 25 blocks apart so I like it for making stone less flat. The noise height for this is 4 so the max difference between peak and valley is 4, not very much. Then we have mountain variables with a much smaller frequency value and larger height. The min height here is the lowest stone is allowed to go. And lastly we'll add a layer of dirt to the top, the base height being the minimum depth on top of the rock and the noise a little more messy than the stone with smaller peaks.</p>
<p>Now the meat of the generation, set up the ChunkColumnGen function like this:</p>
<p> </p></bodytext></div> </div> <div class="codeblock"><div><div id="highlighter_963546" class="syntaxhighlighter csharp"><table border="0" cellpadding="0" cellspacing="0"><tbody><tr><td class="gutter"><div class="line number1 index0 alt2">1</div><div class="line number2 index1 alt1">2</div><div class="line number3 index2 alt2">3</div><div class="line number4 index3 alt1">4</div><div class="line number5 index4 alt2">5</div><div class="line number6 index5 alt1">6</div><div class="line number7 index6 alt2">7</div><div class="line number8 index7 alt1">8</div><div class="line number9 index8 alt2">9</div><div class="line number10 index9 alt1">10</div><div class="line number11 index10 alt2">11</div><div class="line number12 index11 alt1">12</div><div class="line number13 index12 alt2">13</div><div class="line number14 index13 alt1">14</div><div class="line number15 index14 alt2">15</div><div class="line number16 index15 alt1">16</div><div class="line number17 index16 alt2">17</div><div class="line number18 index17 alt1">18</div><div class="line number19 index18 alt2">19</div><div class="line number20 index19 alt1">20</div><div class="line number21 index20 alt2">21</div><div class="line number22 index21 alt1">22</div><div class="line number23 index22 alt2">23</div><div class="line number24 index23 alt1">24</div><div class="line number25 index24 alt2">25</div><div class="line number26 index25 alt1">26</div><div class="line number27 index26 alt2">27</div><div class="line number28 index27 alt1">28</div><div class="line number29 index28 alt2">29</div><div class="line number30 index29 alt1">30</div><div class="line number31 index30 alt2">31</div><div class="line number32 index31 alt1">32</div></td><td class="code"><div class="container"><div class="line number1 index0 alt2"><code class="csharp spaces"> </code><code class="csharp keyword">public</code> <code class="csharp plain">Chunk ChunkColumnGen(Chunk chunk, </code><code class="csharp keyword">int</code> <code class="csharp plain">x, </code><code class="csharp keyword">int</code> <code class="csharp plain">z)</code></div><div class="line number2 index1 alt1"><code class="csharp spaces"> </code><code class="csharp plain">{</code></div><div class="line number3 index2 alt2"><code class="csharp spaces"> </code><code class="csharp keyword">int</code> <code class="csharp plain">stoneHeight = Mathf.FloorToInt(stoneBaseHeight);</code></div><div class="line number4 index3 alt1"><code class="csharp spaces"> </code><code class="csharp plain">stoneHeight += GetNoise(x, 0, z, stoneMountainFrequency, Mathf.FloorToInt(stoneMountainHeight));</code></div><div class="line number5 index4 alt2"> </div><div class="line number6 index5 alt1"><code class="csharp spaces"> </code><code class="csharp keyword">if</code> <code class="csharp plain">(stoneHeight < stoneMinHeight)</code></div><div class="line number7 index6 alt2"><code class="csharp spaces"> </code><code class="csharp plain">stoneHeight = Mathf.FloorToInt(stoneMinHeight);</code></div><div class="line number8 index7 alt1"> </div><div class="line number9 index8 alt2"><code class="csharp spaces"> </code><code class="csharp plain">stoneHeight += GetNoise(x, 0, z, stoneBaseNoise, Mathf.FloorToInt(stoneBaseNoiseHeight));</code></div><div class="line number10 index9 alt1"> </div><div class="line number11 index10 alt2"><code class="csharp spaces"> </code><code class="csharp keyword">int</code> <code class="csharp plain">dirtHeight = stoneHeight + Mathf.FloorToInt(dirtBaseHeight);</code></div><div class="line number12 index11 alt1"><code class="csharp spaces"> </code><code class="csharp plain">dirtHeight += GetNoise(x, 100, z, dirtNoise, Mathf.FloorToInt(dirtNoiseHeight));</code></div><div class="line number13 index12 alt2"> </div><div class="line number14 index13 alt1"><code class="csharp spaces"> </code><code class="csharp keyword">for</code> <code class="csharp plain">(</code><code class="csharp keyword">int</code> <code class="csharp plain">y = chunk.pos.y; y < chunk.pos.y + Chunk.chunkSize; y++)</code></div><div class="line number15 index14 alt2"><code class="csharp spaces"> </code><code class="csharp plain">{</code></div><div class="line number16 index15 alt1"><code class="csharp spaces"> </code><code class="csharp keyword">if</code> <code class="csharp plain">(y <= stoneHeight)</code></div><div class="line number17 index16 alt2"><code class="csharp spaces"> </code><code class="csharp plain">{</code></div><div class="line number18 index17 alt1"><code class="csharp spaces"> </code><code class="csharp plain">chunk.SetBlock(x - chunk.pos.x, y - chunk.pos.y, z - chunk.pos.z, </code><code class="csharp keyword">new</code> <code class="csharp plain">Block());</code></div><div class="line number19 index18 alt2"><code class="csharp spaces"> </code><code class="csharp plain">}</code></div><div class="line number20 index19 alt1"><code class="csharp spaces"> </code><code class="csharp keyword">else</code> <code class="csharp keyword">if</code> <code class="csharp plain">(y <= dirtHeight)</code></div><div class="line number21 index20 alt2"><code class="csharp spaces"> </code><code class="csharp plain">{</code></div><div class="line number22 index21 alt1"><code class="csharp spaces"> </code><code class="csharp plain">chunk.SetBlock(x - chunk.pos.x, y - chunk.pos.y, z - chunk.pos.z, </code><code class="csharp keyword">new</code> <code class="csharp plain">BlockGrass());</code></div><div class="line number23 index22 alt2"><code class="csharp spaces"> </code><code class="csharp plain">}</code></div><div class="line number24 index23 alt1"><code class="csharp spaces"> </code><code class="csharp keyword">else</code></div><div class="line number25 index24 alt2"><code class="csharp spaces"> </code><code class="csharp plain">{</code></div><div class="line number26 index25 alt1"><code class="csharp spaces"> </code><code class="csharp plain">chunk.SetBlock(x - chunk.pos.x, y - chunk.pos.y, z - chunk.pos.z, </code><code class="csharp keyword">new</code> <code class="csharp plain">BlockAir());</code></div><div class="line number27 index26 alt2"><code class="csharp spaces"> </code><code class="csharp plain">}</code></div><div class="line number28 index27 alt1"> </div><div class="line number29 index28 alt2"><code class="csharp spaces"> </code><code class="csharp plain">}</code></div><div class="line number30 index29 alt1"> </div><div class="line number31 index30 alt2"><code class="csharp spaces"> </code><code class="csharp keyword">return</code> <code class="csharp plain">chunk;</code></div><div class="line number32 index31 alt1"><code class="csharp spaces"> </code><code class="csharp plain">}</code></div></div></td></tr></tbody></table></div></div></div><div id="filler"> <div class="description" style="padding-top:0px"> <bodytext><p></p>
<p>So now you can see how all the variables are used. We create a stone height variable set to the base height, add the mountain noise then raise everything under the minimum to the minimum and apply the base noise. Then we make a dirt height variable equal to the stone height plus the base dirt height and add the dirt noise on top. Then we cycle through every chunk in the column adding the block that matches using some if...else statements.</p>
<p>Lets try this out now by <strong>going to our World class</strong> and here in the CreateChunk function remove that for loop that adds blocks and instead add a call to our new class:</p>
<p> </p></bodytext></div> </div> <div class="codeblock"><div><div id="highlighter_154266" class="syntaxhighlighter csharp"><table border="0" cellpadding="0" cellspacing="0"><tbody><tr><td class="gutter"><div class="line number1 index0 alt2">1</div><div class="line number2 index1 alt1">2</div><div class="line number3 index2 alt2">3</div><div class="line number4 index3 alt1">4</div><div class="line number5 index4 alt2">5</div><div class="line number6 index5 alt1">6</div><div class="line number7 index6 alt2">7</div><div class="line number8 index7 alt1">8</div><div class="line number9 index8 alt2">9</div><div class="line number10 index9 alt1">10</div><div class="line number11 index10 alt2">11</div><div class="line number12 index11 alt1">12</div><div class="line number13 index12 alt2">13</div><div class="line number14 index13 alt1">14</div><div class="line number15 index14 alt2">15</div><div class="line number16 index15 alt1">16</div><div class="line number17 index16 alt2">17</div><div class="line number18 index17 alt1">18</div><div class="line number19 index18 alt2">19</div><div class="line number20 index19 alt1">20</div><div class="line number21 index20 alt2">21</div><div class="line number22 index21 alt1">22</div><div class="line number23 index22 alt2">23</div><div class="line number24 index23 alt1">24</div><div class="line number25 index24 alt2">25</div><div class="line number26 index25 alt1">26</div><div class="line number27 index26 alt2">27</div><div class="line number28 index27 alt1">28</div><div class="line number29 index28 alt2">29</div><div class="line number30 index29 alt1">30</div><div class="line number31 index30 alt2">31</div><div class="line number32 index31 alt1">32</div><div class="line number33 index32 alt2">33</div><div class="line number34 index33 alt1">34</div><div class="line number35 index34 alt2">35</div><div class="line number36 index35 alt1">36</div><div class="line number37 index36 alt2">37</div><div class="line number38 index37 alt1">38</div><div class="line number39 index38 alt2">39</div><div class="line number40 index39 alt1">40</div><div class="line number41 index40 alt2">41</div><div class="line number42 index41 alt1">42</div><div class="line number43 index42 alt2">43</div><div class="line number44 index43 alt1">44</div><div class="line number45 index44 alt2">45</div><div class="line number46 index45 alt1">46</div></td><td class="code"><div class="container"><div class="line number1 index0 alt2"><code class="csharp spaces"> </code><code class="csharp keyword">public</code> <code class="csharp keyword">void</code> <code class="csharp plain">CreateChunk(</code><code class="csharp keyword">int</code> <code class="csharp plain">x, </code><code class="csharp keyword">int</code> <code class="csharp plain">y, </code><code class="csharp keyword">int</code> <code class="csharp plain">z)</code></div><div class="line number2 index1 alt1"><code class="csharp spaces"> </code><code class="csharp plain">{</code></div><div class="line number3 index2 alt2"><code class="csharp spaces"> </code><code class="csharp plain">WorldPos worldPos = </code><code class="csharp keyword">new</code> <code class="csharp plain">WorldPos(x, y, z);</code></div><div class="line number4 index3 alt1"> </div><div class="line number5 index4 alt2"><code class="csharp spaces"> </code><code class="csharp comments">//Instantiate the chunk at the coordinates using the chunk prefab</code></div><div class="line number6 index5 alt1"><code class="csharp spaces"> </code><code class="csharp plain">GameObject newChunkObject = Instantiate(</code></div><div class="line number7 index6 alt2"><code class="csharp spaces"> </code><code class="csharp plain">chunkPrefab, </code><code class="csharp keyword">new</code> <code class="csharp plain">Vector3(x, y, z),</code></div><div class="line number8 index7 alt1"><code class="csharp spaces"> </code><code class="csharp plain">Quaternion.Euler(Vector3.zero)</code></div><div class="line number9 index8 alt2"><code class="csharp spaces"> </code><code class="csharp plain">) </code><code class="csharp keyword">as</code> <code class="csharp plain">GameObject;</code></div><div class="line number10 index9 alt1"> </div><div class="line number11 index10 alt2"><code class="csharp spaces"> </code><code class="csharp plain">Chunk newChunk = newChunkObject.GetComponent<Chunk>();</code></div><div class="line number12 index11 alt1"> </div><div class="line number13 index12 alt2"><code class="csharp spaces"> </code><code class="csharp plain">newChunk.pos = worldPos;</code></div><div class="line number14 index13 alt1"><code class="csharp spaces"> </code><code class="csharp plain">newChunk.world = </code><code class="csharp keyword">this</code><code class="csharp plain">;</code></div><div class="line number15 index14 alt2"> </div><div class="line number16 index15 alt1"><code class="csharp spaces"> </code><code class="csharp comments">//Add it to the chunks dictionary with the position as the key</code></div><div class="line number17 index16 alt2"><code class="csharp spaces"> </code><code class="csharp plain">chunks.Add(worldPos, newChunk);</code></div><div class="line number18 index17 alt1"><code class="csharp comments">// REMOVE THIS</code></div><div class="line number19 index18 alt2"><code class="csharp comments">// for (int xi = 0; xi < 16; xi++)</code></div><div class="line number20 index19 alt1"><code class="csharp comments">// {</code></div><div class="line number21 index20 alt2"><code class="csharp comments">// for (int yi = 0; yi < 16; yi++)</code></div><div class="line number22 index21 alt1"><code class="csharp comments">// {</code></div><div class="line number23 index22 alt2"><code class="csharp comments">// for (int zi = 0; zi < 16; zi++)</code></div><div class="line number24 index23 alt1"><code class="csharp comments">// {</code></div><div class="line number25 index24 alt2"><code class="csharp comments">// if (yi <= 7)</code></div><div class="line number26 index25 alt1"><code class="csharp comments">// {</code></div><div class="line number27 index26 alt2"><code class="csharp comments">// SetBlock(x + xi, y + yi, z + zi, new BlockGrass());</code></div><div class="line number28 index27 alt1"><code class="csharp comments">// }</code></div><div class="line number29 index28 alt2"><code class="csharp comments">// else</code></div><div class="line number30 index29 alt1"><code class="csharp comments">// {</code></div><div class="line number31 index30 alt2"><code class="csharp comments">// SetBlock(x + xi, y + yi, z + zi, new BlockAir());</code></div><div class="line number32 index31 alt1"><code class="csharp comments">// }</code></div><div class="line number33 index32 alt2"><code class="csharp comments">// }</code></div><div class="line number34 index33 alt1"><code class="csharp comments">// }</code></div><div class="line number35 index34 alt2"><code class="csharp comments">// }</code></div><div class="line number36 index35 alt1"><code class="csharp comments">//REMOVE ABOVE</code></div><div class="line number37 index36 alt2"> </div><div class="line number38 index37 alt1"><code class="csharp spaces"> </code><code class="csharp comments">//Add these lines:</code></div><div class="line number39 index38 alt2"><code class="csharp spaces"> </code><code class="csharp plain">var terrainGen = </code><code class="csharp keyword">new</code> <code class="csharp plain">TerrainGen();</code></div><div class="line number40 index39 alt1"><code class="csharp spaces"> </code><code class="csharp plain">newChunk = terrainGen.ChunkGen(newChunk);</code></div><div class="line number41 index40 alt2"> </div><div class="line number42 index41 alt1"><code class="csharp spaces"> </code><code class="csharp plain">newChunk.SetBlocksUnmodified();</code></div><div class="line number43 index42 alt2"> </div><div class="line number44 index43 alt1"><code class="csharp spaces"> </code><code class="csharp keyword">bool</code> <code class="csharp plain">loaded = Serialization.Load(newChunk);</code></div><div class="line number45 index44 alt2"> </div><div class="line number46 index45 alt1"><code class="csharp spaces"> </code><code class="csharp plain">}</code></div></div></td></tr></tbody></table></div></div></div><div id="filler"> <div class="description" style="padding-top:0px"> <bodytext><p></p>
<p>Now before we test it you'll want to replace the Start function in world to have more chunks so you can see the terrain, replace it with this:</p>
<p> </p></bodytext></div> </div> <div class="codeblock"><div><div id="highlighter_197409" class="syntaxhighlighter csharp"><table border="0" cellpadding="0" cellspacing="0"><tbody><tr><td class="gutter"><div class="line number1 index0 alt2">1</div><div class="line number2 index1 alt1">2</div><div class="line number3 index2 alt2">3</div><div class="line number4 index3 alt1">4</div><div class="line number5 index4 alt2">5</div><div class="line number6 index5 alt1">6</div><div class="line number7 index6 alt2">7</div><div class="line number8 index7 alt1">8</div><div class="line number9 index8 alt2">9</div><div class="line number10 index9 alt1">10</div><div class="line number11 index10 alt2">11</div><div class="line number12 index11 alt1">12</div><div class="line number13 index12 alt2">13</div></td><td class="code"><div class="container"><div class="line number1 index0 alt2"><code class="csharp spaces"> </code><code class="csharp comments">// Use this for initialization</code></div><div class="line number2 index1 alt1"><code class="csharp spaces"> </code><code class="csharp keyword">void</code> <code class="csharp plain">Start () {</code></div><div class="line number3 index2 alt2"><code class="csharp spaces"> </code><code class="csharp keyword">for</code> <code class="csharp plain">(</code><code class="csharp keyword">int</code> <code class="csharp plain">x = -4; x < 4; x++)</code></div><div class="line number4 index3 alt1"><code class="csharp spaces"> </code><code class="csharp plain">{</code></div><div class="line number5 index4 alt2"><code class="csharp spaces"> </code><code class="csharp keyword">for</code> <code class="csharp plain">(</code><code class="csharp keyword">int</code> <code class="csharp plain">y = -1; y < 3; y++)</code></div><div class="line number6 index5 alt1"><code class="csharp spaces"> </code><code class="csharp plain">{</code></div><div class="line number7 index6 alt2"><code class="csharp spaces"> </code><code class="csharp keyword">for</code> <code class="csharp plain">(</code><code class="csharp keyword">int</code> <code class="csharp plain">z = -4; z < 4; z++)</code></div><div class="line number8 index7 alt1"><code class="csharp spaces"> </code><code class="csharp plain">{</code></div><div class="line number9 index8 alt2"><code class="csharp spaces"> </code><code class="csharp plain">CreateChunk(x * 16, y * 16, z * 16);</code></div><div class="line number10 index9 alt1"><code class="csharp spaces"> </code><code class="csharp plain">}</code></div><div class="line number11 index10 alt2"><code class="csharp spaces"> </code><code class="csharp plain">}</code></div><div class="line number12 index11 alt1"><code class="csharp spaces"> </code><code class="csharp plain">}</code></div><div class="line number13 index12 alt2"><code class="csharp spaces"> </code><code class="csharp plain">}</code></div></div></td></tr></tbody></table></div></div></div><div id="filler"> <div class="description" style="padding-top:0px"> <bodytext><p></p>
<p>Now open unity and hit play to see your terrain generated!</p>
<p> </p></bodytext></div> </div> <img src="./Part 6_files/terrain.png"> <div id="filler"> <div class="description"> <bodytext><p></p>
<p>You should see something like this!</p>
<p><a href="https://web.archive.org/web/20150214125723/http://alexstv.com/index.php/posts/unity-voxel-block-tutorial-pt-5" class="inline_button" style="background-color:#2D9AE3">Tutorial part 5</a><a href="https://web.archive.org/web/20150214125723/http://alexstv.com/downloads/voxeltut6.zip" class="inline_button" style="background-color:#2D9AE3">Download scripts so far</a><a href="https://web.archive.org/web/20150214125723/http://alexstv.com/index.php/posts/unity-voxel-block-tutorial-pt-7" class="inline_button" style="background-color:#2D9AE3">Tutorial part 7</a><br><br></p>
<p><a href="https://web.archive.org/web/20150214125723/https://twitter.com/stv_alex" class="inline_button" style="background-color:#77B1D1">Follow me on twitter</a><a href="https://web.archive.org/web/20150214125723/https://plus.google.com/+AlexandrosStavrinou/posts" class="inline_button" style="background-color:#D73D32">Add me on Google+</a><br><br></p>
</bodytext>
</div>
</div>
<section class="yspace"></section>
<div class="datestamp">
<stamptext>24th Jan, 2015</stamptext>
</div>
<div class="authorstamp">
<stamptext>Alex</stamptext>
</div>
<section class="yspace"></section>
</div>
<div class="post">
<div id="filler">
<bodytext>
<form id="comment" class="commentform commentbox" method="post" action="https://web.archive.org/web/20150214125723/http://alexstv.com:80/index.php/posts/unity-voxel-block-tutorial-pt-6#comment">
<p class="name">
<label for="name">Your name:</label>
<input name="name" id="name" type="text" placeholder="Your name" value=""> </p>
<p class="email">
<label for="email">Your email address:</label>
<input name="email" id="email" type="email" placeholder="Your email (won’t be published)" value=""> </p>
<p class="textarea">
<label for="text">Your comment:</label>
<textarea name="text" id="text" placeholder="Your comment"></textarea> </p>
<p class="submit">
<button class="btn" type="submit">Post Comment</button> </p>
</form>
</bodytext>
</div>
</div>
<div class="post">
<div id="filler">
<div class="description">
<bodytext>
<h1>Tuck</h1>
</bodytext>
</div>
</div>
<div id="filler">
<div class="description">
<bodytext>
Hey man, excellent set of tutorials. Keep em comming, i love seeing all the different approaches, and you really explain the nitty gritty so well. How about some trees for the next one? Or some Occlusion? Can't wait! </bodytext>
</div>
</div>
<section class="yspace"></section>
<div class="datestamp">
<stamptext>3 weeks ago</stamptext>
</div>
<div class="authorstamp">
<stamptext>Comment #3</stamptext>
</div>
<section class="yspace"></section>
</div>
<div class="post">
<div id="filler">
<div class="description">
<bodytext>
<h1>Dan</h1>
</bodytext>
</div>
</div>
<div id="filler">
<div class="description">
<bodytext>
Really enjoyed your last set of tutorials and this new set seems to be even more detailed than the last. Impressive stuff.
I'd really like to see you go into a bit of depth with regards to differentiating the standard cubes using sloped blocks/ramps etc. Whether it be by implementing Marching Cubes on the terrain hulk, or by a few passes using a custom algorithm. Should round out the tutorial nicely.
You have so many options to keep this tutorial rolling and growing i.e. basic fluid dynamics, 3D pathfinding, data structure optimizations, course node hierarchies for improved pathing/ojbect querying etc.
Quick question:
1.) With larger worlds wouldn't you benefit a lot more by utilizing the cache coherence and the constant time searches of one large block array stored in World, as opposed to using the OO model of chunks storing their own blocks? (I think you did this in the first batch of tutorials). I get much better performance both with the block creation via noise and with building the data structure in general.
Anyway, I'm loving these tuts so keep them coming and I appreciate all the hard work! </bodytext>
</div>
</div>
<section class="yspace"></section>
<div class="datestamp">
<stamptext>3 weeks ago</stamptext>
</div>
<div class="authorstamp">
<stamptext>Comment #8</stamptext>
</div>
<section class="yspace"></section>
</div>
<div class="post">
<div id="filler">
<div class="description">
<bodytext>
<h1>David</h1>
</bodytext>
</div>
</div>
<div id="filler">
<div class="description">
<bodytext>
Marching cubes (Smooth terrain) Or even biomes would be awesome! Love your detailed approach to teaching man! Keep up the good work. </bodytext>
</div>
</div>
<section class="yspace"></section>
<div class="datestamp">
<stamptext>2 weeks ago</stamptext>
</div>
<div class="authorstamp">
<stamptext>Comment #12</stamptext>
</div>
<section class="yspace"></section>
</div>
<div class="post">
<div id="filler">
<div class="description">
<bodytext>
<h1>Bruno</h1>
</bodytext>
</div>
</div>
<div id="filler">
<div class="description">
<bodytext>
No próximo episodio você poderia ensinar a fazer um sistema com geradores de seed e terreno infinito com diversidade em biomas. :) </bodytext>
</div>
</div>
<section class="yspace"></section>
<div class="datestamp">
<stamptext>2 weeks ago</stamptext>
</div>
<div class="authorstamp">
<stamptext>Comment #14</stamptext>
</div>
<section class="yspace"></section>
</div>
<div class="post">
<div id="filler">
<div class="description">
<bodytext>
<h1>Aiden</h1>
</bodytext>
</div>
</div>
<div id="filler">
<div class="description">
<bodytext>
Thanks for the tutorial!
Do you plan on continuing this series? </bodytext>
</div>
</div>
<section class="yspace"></section>
<div class="datestamp">
<stamptext>2 weeks ago</stamptext>
</div>
<div class="authorstamp">
<stamptext>Comment #17</stamptext>
</div>
<section class="yspace"></section>
</div>
<div class="post">
<div id="filler">
<div class="description">
<bodytext>
<h1>AlexStv</h1>
</bodytext>
</div>
</div>
<div id="filler">
<div class="description">
<bodytext>
@Aiden I'm already working on the next part, I plan on releasing updates fairly regularly as long as there's more content to add. </bodytext>
</div>
</div>
<section class="yspace"></section>
<div class="datestamp">
<stamptext>2 weeks ago</stamptext>
</div>
<div class="authorstamp">
<stamptext>Comment #18</stamptext>
</div>
<section class="yspace"></section>
</div>
<div class="post">
<div id="filler">
<div class="description">
<bodytext>
<h1>TDawg</h1>
</bodytext>
</div>
</div>
<div id="filler">
<div class="description">
<bodytext>
@AlexStv Can't wait! (: </bodytext>
</div>
</div>
<section class="yspace"></section>
<div class="datestamp">
<stamptext>2 weeks ago</stamptext>
</div>
<div class="authorstamp">
<stamptext>Comment #19</stamptext>
</div>
<section class="yspace"></section>
</div>
<div class="post">
<div id="filler">
<div class="description">
<bodytext>
<h1>Brock</h1>
</bodytext>
</div>
</div>
<div id="filler">
<div class="description">
<bodytext>
Hey, I was curious if you had an approach for a "highlight" function for block placement. For example, an outline on the air block which will be changed to stone when you use Terrain.SetBlock(..., true). </bodytext>
</div>
</div>
<section class="yspace"></section>
<div class="datestamp">
<stamptext>2 weeks ago</stamptext>
</div>
<div class="authorstamp">
<stamptext>Comment #25</stamptext>
</div>
<section class="yspace"></section>
</div>
<div class="post">
<div id="filler">
<div class="description">
<bodytext>
<h1>Dalez</h1>
</bodytext>
</div>
</div>
<div id="filler">
<div class="description">
<bodytext>
Awesome! Would be nice to see some examples of different types of terrain generation, such as flat, really high mountains etc. I've played around with it, but still need to work out which variable does what!
I'm hoping the infinite part is coming next, with only loading the blocks that you can see. Excited! </bodytext>
</div>
</div>
<section class="yspace"></section>
<div class="datestamp">
<stamptext>2 weeks ago</stamptext>
</div>
<div class="authorstamp">
<stamptext>Comment #24</stamptext>
</div>
<section class="yspace"></section>
</div>
<div class="post">
<div id="filler">
<div class="description">
<bodytext>
<h1>Shipps</h1>
</bodytext>
</div>
</div>
<div id="filler">
<div class="description">
<bodytext>
Hi Alex,
Great tutorials you got here. Looking forward to the next one. There is a small adjustment that you may or may not be interested in. I put the loop for generating the chunks in a coroutine so that the Unity editor does not lock up when you load larger map sizes.
It looks something like this:
In World.cs
void Start ()
{
StartCoroutine(Loading(-8, 9, -1, 3, -8, 9));
}
IEnumerator Loading(int startX, int stopX, int startY, int stopY, int startZ, int stopZ)
{
for (var y = startY; y < stopY; y++)
{
for (var x = startX; x < stopX; x++)
{
for (var z = startZ; z < stopZ; z++)
{
CreateChunk(x * 16, y * 16, z * 16);
yield return null;
}
}
}
}
With this code the loop will yield for a frame in between creating chunks. Besides being fun to watch, it also lets you control the Unity editor while the level is loading. (You can also return new WaitForSeconds() instead of null to yield for a specified amount of time instead of a single frame.)
Keep up the great work! Can't wait for the infinite generation! </bodytext>
</div>
</div>
<section class="yspace"></section>
<div class="datestamp">
<stamptext>1 week ago</stamptext>
</div>
<div class="authorstamp">
<stamptext>Comment #29</stamptext>
</div>
<section class="yspace"></section>
</div>
</article>
</div>
<div class="bg1">
<footer class="wrapper">
<footer class="footer">
<div class="fiftyfifty" style="padding:10px;"><bodytext>© 2015 AlexStv. All rights reserved.</bodytext></div>
<div class="fiftyfifty"><form id="search" action="https://web.archive.org/web/20150214125723/http://alexstv.com:80/index.php/search" method="post">
<bodytext>Search: </bodytext>
<input type="search" style="width:300px; padding:10px; border: 1px solid #e8e8e8;
-webkit-border-radius: 3px;
-moz-border-radius: 3px;
border-radius: 3px;" id="term" name="term" placeholder="Type here and hit enter to search" value=""></form></div>
</footer>
</footer>
</div>
<script>
(function(i,s,o,g,r,a,m){i['GoogleAnalyticsObject']=r;i[r]=i[r]||function(){
(i[r].q=i[r].q||[]).push(arguments)},i[r].l=1*new Date();a=s.createElement(o),
m=s.getElementsByTagName(o)[0];a.async=1;a.src=g;m.parentNode.insertBefore(a,m)
})(window,document,'script','//web.archive.org/web/20150214125723/http://www.google-analytics.com/analytics.js','ga');
ga('create', 'UA-58007562-1', 'auto');
ga('send', 'pageview');
</script>
<!--
playback timings (ms):
LoadShardBlock: 58.699 (3)
esindex: 0.009
captures_list: 77.667
CDXLines.iter: 14.513 (3)
PetaboxLoader3.datanode: 627.969 (4)
exclusion.robots: 0.366
exclusion.robots.policy: 0.349
RedisCDXSource: 0.54
PetaboxLoader3.resolve: 32.408
load_resource: 610.531
--></body></html>