Game Development Reference
In-Depth Information
Step 6. Play. The terrain will have random heights across its surface.
Note that the Mesh Collider is added after the heights have been set.
This will ensure that the FPC does not fall through.
After the mesh vertices are modified in the y direction for height, the
bounding volume and normals are recreated. The bounding volume
is used by the game engine to improve the processing of geometrical
operations such as collision detection and overlap. The reason being
that in the first instance, computing overlapping volumes is easier than
lower level collision detection. Before exact collisions are calculated,
determining if there might be a collision between two objects is more
efficient with bounding volumes.
In addition, the plane's normals are also recalculated. Because the
plane's mesh has changed shape, the normals must be adjusted for
the new vertex values for the mesh to be shaded and shadowed
correctly.
Using a random function to determine height is not a realistic way to
produce rise and fall in a terrain, as the height can change erratically with
each vertex. At small height values it might look all right, but try changing
the random range from 0 to 50 and the surface of the plane will become
very jagged.
Step 7. To create smoother rises and falls in a surface, a mathematical
curve such as Sine or Cosine can be used. Modify makeTerrain.js to
reflect the changes shown in Listing 7.2 .
Listing 7.2 Using a Sine Function to Set the Terrain Height
. . .
for (var v = 0; v < vertices.Length; v++)
{
vertices[v].y = Mathf.Sin(vertices[v].x * 10);
}
. . .
Step 8. Play. The shape of the sine wave will be visually evident.
The terrain will be smooth, but too uniform to replicate a natural
landscape.
Another way to create a landscape procedurally is to use Perlin Noise, a
pseudo-random mathematical algorithm that provides smooth gradients
between points. This is the method used for landscape generation in
Minecraft .
 
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