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Question by Grimbyte · Jul 05, 2015 at 05:08 AM · cameraterrainmeshproceduralchunks

How to load/save 'Chunks' near cam for mesh terrain?

Hi,

I have a procedurally generated mesh, I want to be able to generate an 'infinite' amount of them. I have a rough idea on how to do this, but can't seem to put it into code. :/

I'm trying to have my terrain generate based on the position of the camera. I can easily give each terrain it's heightmap via perlin noise and offsetting it, but I don't know how to save/load this when needed.

Would I just instantiate a terrain prefab? And when the camera gets close do I enable it's renderer? How do I know the camera is facing, or near, a chunk?

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