Dryade Deprecated by Zibe - 2

Games & ProjectsProcedural

Procedural generation of natural terrain for Unity game engine.

Unity 5.3.2f1Unknown LicenseUpdated 138 days agoCreated on February 22nd, 2016
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BEFORE GOING FURTHER

I did this project on my free time when I was a student. At this time I was very ambitious and had a poor understanding of noise functions.

Please do not use this code in your project, or use it as a reference. It is badly designed and bugged.

Since I have no plan to fix this code yet, I will leave it untouched. I keep it online as a memory of that time, and a showcase.

I wish you the best in your project.

Zibe

Dryade

Dryade is a toolbox for procedural generation, dedicated to Unity. Currently it provide :

  • Relief procedural generation, using fBm algorithm.
  • More realistic heterogenous relief procedural generation, using multifractals.

All these tools run using seed system, granting control on randomness.

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Quick Start

Include the scripts you want to use directly in your Unity project.

  • fBm

    Attach this script to a Terrain GameObject. Call the SetHeightMap function from the update when you want to generate a new relief.

    • The H parameter have to be set between 0 and 1.0 . The lower it is, the more sharpened your terrain will be.
    • The lacunarity is the frequency of your fractals, and may be set between 2 and 10. A low frequency result in many little relief, a high frequency will give you big compacts ones.
    • Octaves is the number of repetion of your fractals, and may be set between 1 and 10. A high octaves will generate more complexicate terrain.
    • Divider allow to flatern the whole terrain.
    • BaseGround is the level 0 of your terrain. An high BaseGround (close to 1.0) wil generate difference in height.
    • Seed provide randomness.
  • HybridMultifractal

    Currently the best tool provided by Dryade, it generates heterogenous realistic and smooth terrains. The different parameter are quite the same that in fBm

    • H may be really low for better result.
    • Offset work in a way quite similar of BaseGround in fBm, but it’s part of the algorithm, so be sure to not let it set to 0.

Development

Want to contribute? Have any question/request/idea ? Fell free to contact me.

Todos

  • Procedural river.
  • Relief based on hydrography.
  • Grant more control on final result.
  • Anything to create more realistic natural and beautiful landscape.

License

Feel free to use thoses script in any of your creations. I will be really glad if you send me some screenshots of your Unity projects which use them.

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