![](http://www.jmunro.co.uk/wp-content/uploads/2019/06/terrain-730x350.png)
Procedural Terrain
![procedural-terrain](http://www.jmunro.co.uk/wp-content/uploads/2019/06/Capture.png)
Description
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