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Question by boxing_rex · Feb 01, 2014 at 08:26 PM · c#voxelchunks

Generating in chunks

I have this voxel terrain code written in c#, I was wondering if it would be possible to generate them in chunks to decrease the amount of lag. Here is the code :

 using UnityEngine;
 using System.Collections;
 
 public class Blocks : MonoBehaviour
 {
 
     public Vector2 Size = new Vector2( 20 , 20 );
     public float Height = 10.0f;
     public float NoiseSize = 10.0f;
 
     public Texture Grass;
 
     private GameObject root;
     public void Update(){
         if(Input.GetKey(KeyCode.G)){
             Generate();
         }
     }
     
     void OnGUI (){
 
         if(GUI.Button( new Rect( 10, 10, 100, 30 ), "Generate" )){
             Generate();
         }
     }
 
     public float PerlinNoise(float x, float y){
         float noise = Mathf.PerlinNoise( x / NoiseSize, y / NoiseSize );
         return noise * Height;;
     }
 
     void Generate (){
         Destroy(GameObject.Find("Terrain"));
         root = new GameObject("Terrain");
         root.transform.position = new Vector3( Size.x/2, 0, Size.y/2 );
         for(int i = 0; i <= Size.x; i++){
             for(int p = 0; p <= Size.y; p++){
                 GameObject box = GameObject.CreatePrimitive(PrimitiveType.Cube);
                 box.transform.position = new Vector3( i, PerlinNoise( i, p ), p);
                 box.transform.parent = root.transform;
                 box.renderer.material.mainTexture=Grass; 
             }
         }
         root.transform.position = Vector3.zero;
     }
 }

Any help is much appreciated as when completed this will be released to the public for free!

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avatar image Benproductions1 · Feb 02, 2014 at 08:09 AM 0
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It's very possible (and easy too), but what you have there is not a voxel generator, but just a cube object spammer.

avatar image boxing_rex · Feb 02, 2014 at 10:38 AM 0
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Ok, but how would i go about implementing a chunk loading system ? I have tried many tutorials that just don't work.

avatar image Benproductions1 · Feb 04, 2014 at 09:09 AM 0
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To load individual "chunks" I would simply create another Voxel data object and generate it's mesh with an offset to the original, relative to it's position in the data.

Again I would like to emphasise that if you want chunk loading first implement a voxel generator. You can't just skip a step.

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