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Procedural terrain- of the 2D circular variety.
Hey all, I've been toying around with this idea I had for far too long.
What I'm trying to achieve is similar to the terrain shown in this Voxels for unity tutorial.
But mapping that lovely perlin noise terrain to a circular shape.
A 2D byte array holds the values of each cell, and I instantiate a sprite in every cell with a value. The tutorial uses a mesh because it's better- I'm using sprites because I'm lazy and wanted to see if I could make it work. But I digress.
So far I've gotten this- by cycling through the degrees of the circle, using noise to determine the extents, and attempting(unsuccessfully) to fill in by checking every integer point along the radius for a cell with no value. The easy slopes of the "bottom up" terrain aren't present in what I get with this method.
I'd appreciate any pointers you could give me! Thanks.
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