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Cube style terrain
Hey everyone... I have a question as a noob here with unity..... And before someone says "yet another minecraft clone" ... I'm not looking for digging or building terrains.... What I would like to know is how to go about developing a cube shaped terrain with different heights but Not layers deep for digging as minecraft has (maybe 2 for some destructive effect on the top layer) I would love to use the built in terrain editor but it doesn't seem like I can make squared off edges... I tried doing this with procedural cube instantiation following other minecraft tutorials but I couldn't get anywhe near the terrain size I wanted... It had 10 layers in height which I brought down to one as I only really need one cube for the player to stand on.... But that still locked up unity when i tried a 1000x1000x1 cube terrain....I don't know enough about 3d programming but I keep seeing things about marching cubes and voxels but most of them are more than what I need such as 128 layer deep terrains or ability to add/remove blocks.... The closest I could compare what i want to would be "Cube World" (videos on youtube) which I believe is voxel based and I know almost nothing on voxels or any really good sources to learn about them.... Thanks for any help and yes I know this is like teaching physics to a caveman but again, any help or leads would be awesome....One last thought added after initial post... Would it be best to just create a mesh in a modeling program and use that instead of trying to generate a cube shaped terrain from within unity? Like I said above I don't need to have depth so it could work that way I guess but not sure of how to set up multiple meshes as terrains that would be seamless..
Answer by farooqaaa · Mar 27, 2012 at 04:13 AM
Check this out: http://forum.unity3d.com/threads/69573-MinePackage-Minecraft-starter-package?highlight=Procedural
Thanks for the reply.... I actually downloaded that last night but looking at the gossip page it seems again to have a lot of layers in height that would be wasted processing/memory ... Or I could just be misunderstanding on how it all works .... Which is highly possible/probable.... All I really would like to see (or learn how to is better as it would not be someone else doing my work) is how to efficiently load that kind of terrain.... I understand how to use the looping to generate the cubes.... I could even go old school and write out a 3d array of codes for the xyz to have a specific type of block(or no block at all for the air spots) but the instantiation takes forever and in the other threads it talks about only rendering certain faces....how do I do that??? I know the docs are there but I don't even know whe to begin my search.... I'm thinking about taking a few online classes just to get up to speed on game program$$anonymous$$g (general business app dev for me so far in college, databases in the navy, and aol I'm punters back in the day is where my experience lies)