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Procedural level/terrain creation questions.
Hi,
1- I'm planning to do an experiment on random level/terrain creation and Googled for days to find out general ideas behind it. As I understood, it's better to procedurally generate a terrain rather than a mesh for my level, even though it will not be out doors. Probably since Unity has optimization for terrains as they tend to be large. Please correct me if I'm wrong.
2- My 2nd question is whether or not I should use voxels. I saw several people using voxels but could not get my head around why they use voxels, apparently Unity is not super cool with voxels.
3- What should I do for collision detection? If I make a terrain procedurally, how should I make collision for it, so player would not fall through it?
4- Is there any starting point on how to make a in-door level procedurally with Unity? I've seen people using Perlin Noise that is built-in in Unity to do stuff but they make terrains where as I want to make in-door levels which are different.
5- What should I consider if I want to make my level infinite as player walks around it?
6- Can I make my game made from cubes but somehow transform all of my cubes into one big object for performance reasons in order to make my game look in-door rather than a normal terrain? Is this a hint to use voxels?
Thanks.
Watch this video, It shows how it is done in Sir, You are being hunted. This is answer a few of your questions.
@test84: $$anonymous$$indly ask only one question in one post, so that there is a clear answer, which can be marked as such. At the moment, my eyes glaze over right after reading the first question, and I only generally have time in the day to answer a single question at a time.
2 - Voxels are 'fashionable' right now thanks to a little game called $$anonymous$$inecraft. It does have some uses and advantages, but it depends heavily on the type of game you are making as to whether it is worth the effort or not.
4 - You can use perlin noise, but as it is not natural terrain, you will need to assign ranges of noise to deter$$anonymous$$e different items and architecture.
6 - Voxels could provide this sort of building blocks to build your world, and is one of the advantages of them. But it is not something that is easily achievable and can be quite tough to get good performance out of when modifying parts of the world. The way it is usually done is providing larger blocks that are one object, but never the whole scene as one big block, as modifying this would take too much to process at once. For example, you might choose to split the world into 16x16 or 32x32 blocks of voxels to make one object, and modify within this block if changes occur.
Too many questions there for me to address, but I have tried to answer half for you.
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