More Hexworld Testing! (Unity 2017) @sirrandalot
More Hexworld Testing! (Unity 2017)  @sirrandalot
Uploaded November 2017 | Updated September 2026, 3 weeks ago
All information is in the description!

I did a little bit of improvement on this procedural generation project a while ago but never got around to making a little video so I decided it was about time!

The terrain is still generated using multiple layers of 2D and 3D simplex noise. A lot of the improvement came from the way the chunks are loaded and meshed. Instead of messing around with combining meshes, the chunks are manually meshed every time they need to be updated (in the case of a block add/remove). This method seems to be the fastest and really speeds up not only the chunk loading but general performance as well, since there are no faces present that don't need to be there (ie interior faces aren't meshed).

All the terrain is using one material with a slightly modified standard shader. A Texture2DArray is used to store all the different block textures, and the appropriate index is passed through a second UV value when meshing the chunk. The second UV channel is also used to pass a lighting value, so per-face lighting is fully functional except for the fact that I never managed to figure out a proper propagation algorithm (mostly due to the lack of planning and abundance of kinda gross code).


Intro sound effects from: freesound.org

Music is "Bumper Tag" by John Deley from: youtube.com/audiolibrary/music
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More Hexworld Testing! (Unity 2017)

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