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Procedural Landmass Generation (E15: data storage)

2016-09-23

[public] 65.3K views, 1.36K likes, 3.00 dislikes audio only

Welcome to this series on procedural landmass generation. In this episode we use ScriptableObjects to store data about the terrain.

The full source code for this episode can be found here:

https://github.com/SebLague/Procedural-Landmass-Generation

If you'd like to support these videos, you can do so with a recurring pledge on Patreon, or a one-time donation through PayPal. https://www.patreon.com/SebastianLague

https://www.paypal.me/SebastianLague


create a second type of data called the terrain
/youtube/video/2IZ-99ueB4A?t=135.85001
make a reference in the map generator to a terrain data
/youtube/video/2IZ-99ueB4A?t=215.23
create a third c-sharp script
/youtube/video/2IZ-99ueB4A?t=429.58899
creating a custom terrain shade
/youtube/video/2IZ-99ueB4A?t=931.65002
loop through the entire noise map
/youtube/video/2IZ-99ueB4A?t=1277.8
create a final scriptural object for our texture data
/youtube/video/2IZ-99ueB4A?t=1300.99