Procedural Terrain

Screen capture of terrain generated by a Perlin noise heightmap

This side-project is an implementation of the algorithm devised by Ken Perlin, known as Perlin noise. It uses octaves of Perlin noise to create a deterministic fractal noise texture that is then used as a heightmap for an Unity terrain object. It uses a standard asset FPS controller–Ethan–to allow for map exploration.

Key Technologies

C# | Unity

Source Code