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Infinite Procedurally Generated 3d Terrain in Unity

Posted on One min read

Spent this weekend playing with Unity 3D game engine we use at work to make Uberstrike… allow me to present “Infinite Procedurally Generated Tron-Like World”. I used an algorithm similar to Perlin noise to generate the terrain, with some modifications to make it work better with discrete heights and a hexagonal base array. Sections are built and destroyed as the player moves around. As a player gets closer to a section the resolution doubles, and extra details are procedurally generated. Sections are also seeded with their position in the game world so after a section is destroyed, it can be rebuilt exactly the same when a player returns to that point. The song is The Hood Internet - One For The Record Books Feat. AC Newman