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<h1 style="color:#fff;">Unity voxel block tutorial pt. 6</h1>
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<div class="description">
<bodytext>
<p>So far we have a very interesting system for voxel terrain but it still doesn't look great. It needs some realistic terrain to shape the chunks. We'll be adding that using simplex noise for semi random noise. We'll use simplex noise because it can give us smooth non repeating values based on coordinates. This means that we can use the coordinates of a chunk to decide its contents and fill it the same way every time. The way Perlin noise is usually used for terrain is to take noise generated with different frequencies applied on top of each other so that you get large mountains with small rocks and roughness. I'll let people who can explain it better explain though: <a href="https://web.archive.org/web/20150214125723/http://freespace.virgin.net/hugo.elias/models/m_perlin.htm">Perlin noise</a>. We will be using a public domain implementation of simplex noise in C# but if you would like to take a look at implementing Perlin noise yourself take a look at CatLikeCoading's fantastic <a href="https://web.archive.org/web/20150214125723/http://catlikecoding.com/unity/tutorials/simplex-noise/">tutorial on simplex noise</a>.</p>
<p>Great so we'll start from the source of noise, which we will get from <a href="https://web.archive.org/web/20150214125723/https://code.google.com/p/simplexnoise/">this project</a>. <strong>Create a new script called Noise</strong> and delete its automatically generated contents and replace it with the code from the simplexnoise project's noise.cs file found here: https://simplexnoise.googlecode.com/svn/trunk/SimplexNoise/Noise.cs and that should meet all our needs for noise generation. The reason we're using this and not Unity's Mathf.PerlinNoise function is that it only uses 2d coordinates to generate noise not 3d, this could be a problem if you want to use noise to create 3d caves or anything other than a height map.</p>
<p>Once you have your new script with content from the link above we can continue and <strong>create a new script called TerrainGen</strong> which we'll use to fill chunks with their contents. To start off put this in the new script:</p>
<p> </p></bodytext></div> </div> <div class="codeblock"><div><div id="highlighter_298935" class="syntaxhighlighter csharp"><table border="0" cellpadding="0" cellspacing="0"><tbody><tr><td class="gutter"><div class="line number1 index0 alt2">1</div><div class="line number2 index1 alt1">2</div><div class="line number3 index2 alt2">3</div><div class="line number4 index3 alt1">4</div><div class="line number5 index4 alt2">5</div><div class="line number6 index5 alt1">6</div><div class="line number7 index6 alt2">7</div><div class="line number8 index7 alt1">8</div><div class="line number9 index8 alt2">9</div><div class="line number10 index9 alt1">10</div><div class="line number11 index10 alt2">11</div><div class="line number12 index11 alt1">12</div><div class="line number13 index12 alt2">13</div><div class="line number14 index13 alt1">14</div><div class="line number15 index14 alt2">15</div><div class="line number16 index15 alt1">16</div></td><td class="code"><div class="container"><div class="line number1 index0 alt2"><code class="csharp keyword">using</code> <code class="csharp plain">UnityEngine;</code></div><div class="line number2 index1 alt1"><code class="csharp keyword">using</code> <code class="csharp plain">System.Collections;</code></div><div class="line number3 index2 alt2"><code class="csharp keyword">using</code> <code class="csharp plain">SimplexNoise;</code></div><div class="line number4 index3 alt1"> </div><div class="line number5 index4 alt2"><code class="csharp keyword">public</code> <code class="csharp keyword">class</code> <code class="csharp plain">TerrainGen {</code></div><div class="line number6 index5 alt1"> </div><div class="line number7 index6 alt2"><code class="csharp spaces"> </code><code class="csharp keyword">public</code> <code class="csharp plain">Chunk ChunkGen(Chunk chunk)</code></div><div class="line number8 index7 alt1"><code class="csharp spaces"> </code><code class="csharp plain">{</code></div><div class="line number9 index8 alt2"> </div><div class="line number10 index9 alt1"><code class="csharp spaces"> </code><code class="csharp plain">}</code></div><div class="line number11 index10 alt2"> </div><div class="line number12 index11 alt1"><code class="csharp spaces"> </code><code class="csharp keyword">public</code> <code class="csharp keyword">static</code> <code class="csharp keyword">int</code> <code class="csharp plain">GetNoise(</code><code class="csharp keyword">int</code> <code class="csharp plain">x, </code><code class="csharp keyword">int</code> <code class="csharp plain">y, </code><code class="csharp keyword">int</code> <code class="csharp plain">z, </code><code class="csharp keyword">float</code> <code class="csharp plain">scale, </code><code class="csharp keyword">int</code> <code class="csharp plain">max)</code></div><div class="line number13 index12 alt2"><code class="csharp spaces"> </code><code class="csharp plain">{</code></div><div class="line number14 index13 alt1"><code class="csharp spaces"> </code><code class="csharp keyword">return</code> <code class="csharp plain">Mathf.FloorToInt( (Noise.Generate(x * scale, y * scale, z * scale) + 1f) * (max/2f));</code></div><div class="line number15 index14 alt2"><code class="csharp spaces"> </code><code class="csharp plain">}</code></div><div class="line number16 index15 alt1"><code class="csharp plain">}</code></div></div></td></tr></tbody></table></div></div></div><div id="filler"> <div class="description" style="padding-top:0px"> <bodytext><p></p>
<p>Here we have a class with two functions. First of all GetNoise has some content already, it serves as an easier way to call the Noise script's Noise.Generate which get's some noise for the coordinates provided. The function takes the coordinates to sample. It also takes a scale value which we will multiply the coordinates by, a smaller value here samples a smaller area giving us smooth noise suitable for mountains with long distances between the peaks and valleys but a larger value will make more frequent bumps and dips. The max parameter is the max of the return value, we will always get an int returned between zero and max.</p>
<p>We can start working on the ChunkGen function now, it's meant to take a chunk, fill it and return the filled chunk. It will do this by cycling over every column in the chunk and handling them individually. Add the following code to the function to make it cycle over every column with a new function to handle columns individually:</p>
<p> </p></bodytext></div> </div> <div class="codeblock"><div><div id="highlighter_795383" class="syntaxhighlighter csharp"><table border="0" cellpadding="0" cellspacing="0"><tbody><tr><td class="gutter"><div class="line number1 index0 alt2">1</div><div class="line number2 index1 alt1">2</div><div class="line number3 index2 alt2">3</div><div class="line number4 index3 alt1">4</div><div class="line number5 index4 alt2">5</div><div class="line number6 index5 alt1">6</div><div class="line number7 index6 alt2">7</div><div class="line number8 index7 alt1">8</div><div class="line number9 index8 alt2">9</div><div class="line number10 index9 alt1">10</div><div class="line number11 index10 alt2">11</div><div class="line number12 index11 alt1">12</div><div class="line number13 index12 alt2">13</div><div class="line number14 index13 alt1">14</div><div class="line number15 index14 alt2">15</div><div class="line number16 index15 alt1">16</div></td><td class="code"><div class="container"><div class="line number1 index0 alt2"><code class="csharp spaces"> </code><code class="csharp keyword">public</code> <code class="csharp plain">Chunk ChunkGen(Chunk chunk)</code></div><div class="line number2 index1 alt1"><code class="csharp spaces"> </code><code class="csharp plain">{</code></div><div class="line number3 index2 alt2"><code class="csharp spaces"> </code><code class="csharp keyword">for</code> <code class="csharp plain">(</code><code class="csharp keyword">int</code> <code class="csharp plain">x = chunk.pos.x; x < chunk.pos.x + Chunk.chunkSize; x++)</code></div><div class="line number4 index3 alt1"><code class="csharp spaces"> </code><code class="csharp plain">{</code></div><div class="line number5 index4 alt2"><code class="csharp spaces"> </code><code class="csharp keyword">for</code> <code class="csharp plain">(</code><code class="csharp keyword">int</code> <code class="csharp plain">z = chunk.pos.z; z < chunk.pos.z + Chunk.chunkSize; z++)</code></div><div class="line number6 index5 alt1"><code class="csharp spaces"> </code><code class="csharp plain">{</code></div><div class="line number7 index6 alt2"><code class="csharp spaces"> </code><code class="csharp plain">chunk = ChunkColumnGen(chunk, x, z);</code></div><div class="line number8 index7 alt1"><code class="csharp spaces"> </code><code class="csharp plain">}</code></div><div class="line number9 index8 alt2"><code class="csharp spaces"> </code><code class="csharp plain">}</code></div><div class="line number10 index9 alt1"><code class="csharp spaces"> </code><code class="csharp keyword">return</code> <code class="csharp plain">chunk;</code></div><div class="line number11 index10 alt2"><code class="csharp spaces"> </code><code class="csharp plain">}</code></div><div class="line number12 index11 alt1"> </div><div class="line number13 index12 alt2"><code class="csharp spaces"> </code><code class="csharp keyword">public</code> <code class="csharp plain">Chunk ChunkColumnGen(Chunk chunk, </code><code class="csharp keyword">int</code> <code class="csharp plain">x, </code><code class="csharp keyword">int</code> <code class="csharp plain">z)</code></div><div class="line number14 index13 alt1"><code class="csharp spaces"> </code><code class="csharp plain">{</code></div><div class="line number15 index14 alt2"><code class="csharp spaces"> </code><code class="csharp keyword">return</code> <code class="csharp plain">chunk;</code></div><div class="line number16 index15 alt1"><code class="csharp spaces"> </code><code class="csharp plain">}</code></div></div></td></tr></tbody></table></div></div></div><div id="filler"> <div class="description" style="padding-top:0px"> <bodytext><p></p>
<p>Now every column goes through ChunkColumnGen and the changes are added to chunk. Now we'll add some generation to the new function but first we'll need some variables to control the noise function so add these new private variables:</p>
<p> </p></bodytext></div> </div> <div class="codeblock"><div><div id="highlighter_441473" class="syntaxhighlighter csharp"><table border="0" cellpadding="0" cellspacing="0"><tbody><tr><td class="gutter"><div class="line number1 index0 alt2">1</div><div class="line number2 index1 alt1">2</div><div class="line number3 index2 alt2">3</div><div class="line number4 index3 alt1">4</div><div class="line number5 index4 alt2">5</div><div class="line number6 index5 alt1">6</div><div class="line number7 index6 alt2">7</div><div class="line number8 index7 alt1">8</div><div class="line number9 index8 alt2">9</div><div class="line number10 index9 alt1">10</div><div class="line number11 index10 alt2">11</div></td><td class="code"><div class="container"><div class="line number1 index0 alt2"><code class="csharp spaces"> </code><code class="csharp keyword">float</code> <code class="csharp plain">stoneBaseHeight = -24;</code></div><div class="line number2 index1 alt1"><code class="csharp spaces"> </code><code class="csharp keyword">float</code> <code class="csharp plain">stoneBaseNoise = 0.05f;</code></div><div class="line number3 index2 alt2"><code class="csharp spaces"> </code><code class="csharp keyword">float</code> <code class="csharp plain">stoneBaseNoiseHeight = 4;</code></div><div class="line number4 index3 alt1"> </div><div class="line number5 index4 alt2"><code class="csharp spaces"> </code><code class="csharp keyword">float</code> <code class="csharp plain">stoneMountainHeight = 48;</code></div><div class="line number6 index5 alt1"><code class="csharp spaces"> </code><code class="csharp keyword">float</code> <code class="csharp plain">stoneMountainFrequency = 0.008f;</code></div><div class="line number7 index6 alt2"><code class="csharp spaces"> </code><code class="csharp keyword">float</code> <code class="csharp plain">stoneMinHeight = -12;</code></div><div class="line number8 index7 alt1"> </div><div class="line number9 index8 alt2"><code class="csharp spaces"> </code><code class="csharp keyword">float</code> <code class="csharp plain">dirtBaseHeight = 1;</code></div><div class="line number10 index9 alt1"><code class="csharp spaces"> </code><code class="csharp keyword">float</code> <code class="csharp plain">dirtNoise = 0.04f;</code></div><div class="line number11 index10 alt2"><code class="csharp spaces"> </code><code class="csharp keyword">float</code> <code class="csharp plain">dirtNoiseHeight = 3;</code></div></div></td></tr></tbody></table></div></div></div><div id="filler"> <div class="description" style="padding-top:0px"> <bodytext><p></p>
<p>These are variables for three separate parts of the terrain, first the base stone layer it has a base height that we'll start from, then the scale of the noise to add to the base height an the height of that noise. 0.05 for noise makes peaks around 25 blocks apart so I like it for making stone less flat. The noise height for this is 4 so the max difference between peak and valley is 4, not very much. Then we have mountain variables with a much smaller frequency value and larger height. The min height here is the lowest stone is allowed to go. And lastly we'll add a layer of dirt to the top, the base height being the minimum depth on top of the rock and the noise a little more messy than the stone with smaller peaks.</p>
<p>Now the meat of the generation, set up the ChunkColumnGen function like this:</p>
<p> </p></bodytext></div> </div> <div class="codeblock"><div><div id="highlighter_963546" class="syntaxhighlighter csharp"><table border="0" cellpadding="0" cellspacing="0"><tbody><tr><td class="gutter"><div class="line number1 index0 alt2">1</div><div class="line number2 index1 alt1">2</div><div class="line number3 index2 alt2">3</div><div class="line number4 index3 alt1">4</div><div class="line number5 index4 alt2">5</div><div class="line number6 index5 alt1">6</div><div class="line number7 index6 alt2">7</div><div class="line number8 index7 alt1">8</div><div class="line number9 index8 alt2">9</div><div class="line number10 index9 alt1">10</div><div class="line number11 index10 alt2">11</div><div class="line number12 index11 alt1">12</div><div class="line number13 index12 alt2">13</div><div class="line number14 index13 alt1">14</div><div class="line number15 index14 alt2">15</div><div class="line number16 index15 alt1">16</div><div class="line number17 index16 alt2">17</div><div class="line number18 index17 alt1">18</div><div class="line number19 index18 alt2">19</div><div class="line number20 index19 alt1">20</div><div class="line number21 index20 alt2">21</div><div class="line number22 index21 alt1">22</div><div class="line number23 index22 alt2">23</div><div class="line number24 index23 alt1">24</div><div class="line number25 index24 alt2">25</div><div class="line number26 index25 alt1">26</div><div class="line number27 index26 alt2">27</div><div class="line number28 index27 alt1">28</div><div class="line number29 index28 alt2">29</div><div class="line number30 index29 alt1">30</div><div class="line number31 index30 alt2">31</div><div class="line number32 index31 alt1">32</div></td><td class="code"><div class="container"><div class="line number1 index0 alt2"><code class="csharp spaces"> </code><code class="csharp keyword">public</code> <code class="csharp plain">Chunk ChunkColumnGen(Chunk chunk, </code><code class="csharp keyword">int</code> <code class="csharp plain">x, </code><code class="csharp keyword">int</code> <code class="csharp plain">z)</code></div><div class="line number2 index1 alt1"><code class="csharp spaces"> </code><code class="csharp plain">{</code></div><div class="line number3 index2 alt2"><code class="csharp spaces"> </code><code class="csharp keyword">int</code> <code class="csharp plain">stoneHeight = Mathf.FloorToInt(stoneBaseHeight);</code></div><div class="line number4 index3 alt1"><code class="csharp spaces"> </code><code class="csharp plain">stoneHeight += GetNoise(x, 0, z, stoneMountainFrequency, Mathf.FloorToInt(stoneMountainHeight));</code></div><div class="line number5 index4 alt2"> </div><div class="line number6 index5 alt1"><code class="csharp spaces"> </code><code class="csharp keyword">if</code> <code class="csharp plain">(stoneHeight < stoneMinHeight)</code></div><div class="line number7 index6 alt2"><code class="csharp spaces"> </code><code class="csharp plain">stoneHeight = Mathf.FloorToInt(stoneMinHeight);</code></div><div class="line number8 index7 alt1"> </div><div class="line number9 index8 alt2"><code class="csharp spaces"> </code><code class="csharp plain">stoneHeight += GetNoise(x, 0, z, stoneBaseNoise, Mathf.FloorToInt(stoneBaseNoiseHeight));</code></div><div class="line number10 index9 alt1"> </div><div class="line number11 index10 alt2"><code class="csharp spaces"> </code><code class="csharp keyword">int</code> <code class="csharp plain">dirtHeight = stoneHeight + Mathf.FloorToInt(dirtBaseHeight);</code></div><div class="line number12 index11 alt1"><code class="csharp spaces"> </code><code class="csharp plain">dirtHeight += GetNoise(x, 100, z, dirtNoise, Mathf.FloorToInt(dirtNoiseHeight));</code></div><div class="line number13 index12 alt2"> </div><div class="line number14 index13 alt1"><code class="csharp spaces"> </code><code class="csharp keyword">for</code> <code class="csharp plain">(</code><code class="csharp keyword">int</code> <code class="csharp plain">y = chunk.pos.y; y < chunk.pos.y + Chunk.chunkSize; y++)</code></div><div class="line number15 index14 alt2"><code class="csharp spaces"> </code><code class="csharp plain">{</code></div><div class="line number16 index15 alt1"><code class="csharp spaces"> </code><code class="csharp keyword">if</code> <code class="csharp plain">(y <= stoneHeight)</code></div><div class="line number17 index16 alt2"><code class="csharp spaces"> </code><code class="csharp plain">{</code></div><div class="line number18 index17 alt1"><code class="csharp spaces"> </code><code class="csharp plain">chunk.SetBlock(x - chunk.pos.x, y - chunk.pos.y, z - chunk.pos.z, </code><code class="csharp keyword">new</code> <code class="csharp plain">Block());</code></div><div class="line number19 index18 alt2"><code class="csharp spaces"> </code><code class="csharp plain">}</code></div><div class="line number20 index19 alt1"><code class="csharp spaces"> </code><code class="csharp keyword">else</code> <code class="csharp keyword">if</code> <code class="csharp plain">(y <= dirtHeight)</code></div><div class="line number21 index20 alt2"><code class="csharp spaces"> </code><code class="csharp plain">{</code></div><div class="line number22 index21 alt1"><code class="csharp spaces"> </code><code class="csharp plain">chunk.SetBlock(x - chunk.pos.x, y - chunk.pos.y, z - chunk.pos.z, </code><code class="csharp keyword">new</code> <code class="csharp plain">BlockGrass());</code></div><div class="line number23 index22 alt2"><code class="csharp spaces"> </code><code class="csharp plain">}</code></div><div class="line number24 index23 alt1"><code class="csharp spaces"> </code><code class="csharp keyword">else</code></div><div class="line number25 index24 alt2"><code class="csharp spaces"> </code><code class="csharp plain">{</code></div><div class="line number26 index25 alt1"><code class="csharp spaces"> </code><code class="csharp plain">chunk.SetBlock(x - chunk.pos.x, y - chunk.pos.y, z - chunk.pos.z, </code><code class="csharp keyword">new</code> <code class="csharp plain">BlockAir());</code></div><div class="line number27 index26 alt2"><code class="csharp spaces"> </code><code class="csharp plain">}</code></div><div class="line number28 index27 alt1"> </div><div class="line number29 index28 alt2"><code class="csharp spaces"> </code><code class="csharp plain">}</code></div><div class="line number30 index29 alt1"> </div><div class="line number31 index30 alt2"><code class="csharp spaces"> </code><code class="csharp keyword">return</code> <code class="csharp plain">chunk;</code></div><div class="line number32 index31 alt1"><code class="csharp spaces"> </code><code class="csharp plain">}</code></div></div></td></tr></tbody></table></div></div></div><div id="filler"> <div class="description" style="padding-top:0px"> <bodytext><p></p>
<p>So now you can see how all the variables are used. We create a stone height variable set to the base height, add the mountain noise then raise everything under the minimum to the minimum and apply the base noise. Then we make a dirt height variable equal to the stone height plus the base dirt height and add the dirt noise on top. Then we cycle through every chunk in the column adding the block that matches using some if...else statements.</p>
<p>Lets try this out now by <strong>going to our World class</strong> and here in the CreateChunk function remove that for loop that adds blocks and instead add a call to our new class:</p>
<p> </p></bodytext></div> </div> <div class="codeblock"><div><div id="highlighter_154266" class="syntaxhighlighter csharp"><table border="0" cellpadding="0" cellspacing="0"><tbody><tr><td class="gutter"><div class="line number1 index0 alt2">1</div><div class="line number2 index1 alt1">2</div><div class="line number3 index2 alt2">3</div><div class="line number4 index3 alt1">4</div><div class="line number5 index4 alt2">5</div><div class="line number6 index5 alt1">6</div><div class="line number7 index6 alt2">7</div><div class="line number8 index7 alt1">8</div><div class="line number9 index8 alt2">9</div><div class="line number10 index9 alt1">10</div><div class="line number11 index10 alt2">11</div><div class="line number12 index11 alt1">12</div><div class="line number13 index12 alt2">13</div><div class="line number14 index13 alt1">14</div><div class="line number15 index14 alt2">15</div><div class="line number16 index15 alt1">16</div><div class="line number17 index16 alt2">17</div><div class="line number18 index17 alt1">18</div><div class="line number19 index18 alt2">19</div><div class="line number20 index19 alt1">20</div><div class="line number21 index20 alt2">21</div><div class="line number22 index21 alt1">22</div><div class="line number23 index22 alt2">23</div><div class="line number24 index23 alt1">24</div><div class="line number25 index24 alt2">25</div><div class="line number26 index25 alt1">26</div><div class="line number27 index26 alt2">27</div><div class="line number28 index27 alt1">28</div><div class="line number29 index28 alt2">29</div><div class="line number30 index29 alt1">30</div><div class="line number31 index30 alt2">31</div><div class="line number32 index31 alt1">32</div><div class="line number33 index32 alt2">33</div><div class="line number34 index33 alt1">34</div><div class="line number35 index34 alt2">35</div><div class="line number36 index35 alt1">36</div><div class="line number37 index36 alt2">37</div><div class="line number38 index37 alt1">38</div><div class="line number39 index38 alt2">39</div><div class="line number40 index39 alt1">40</div><div class="line number41 index40 alt2">41</div><div class="line number42 index41 alt1">42</div><div class="line number43 index42 alt2">43</div><div class="line number44 index43 alt1">44</div><div class="line number45 index44 alt2">45</div><div class="line number46 index45 alt1">46</div></td><td class="code"><div class="container"><div class="line number1 index0 alt2"><code class="csharp spaces"> </code><code class="csharp keyword">public</code> <code class="csharp keyword">void</code> <code class="csharp plain">CreateChunk(</code><code class="csharp keyword">int</code> <code class="csharp plain">x, </code><code class="csharp keyword">int</code> <code class="csharp plain">y, </code><code class="csharp keyword">int</code> <code class="csharp plain">z)</code></div><div class="line number2 index1 alt1"><code class="csharp spaces"> </code><code class="csharp plain">{</code></div><div class="line number3 index2 alt2"><code class="csharp spaces"> </code><code class="csharp plain">WorldPos worldPos = </code><code class="csharp keyword">new</code> <code class="csharp plain">WorldPos(x, y, z);</code></div><div class="line number4 index3 alt1"> </div><div class="line number5 index4 alt2"><code class="csharp spaces"> </code><code class="csharp comments">//Instantiate the chunk at the coordinates using the chunk prefab</code></div><div class="line number6 index5 alt1"><code class="csharp spaces"> </code><code class="csharp plain">GameObject newChunkObject = Instantiate(</code></div><div class="line number7 index6 alt2"><code class="csharp spaces"> </code><code class="csharp plain">chunkPrefab, </code><code class="csharp keyword">new</code> <code class="csharp plain">Vector3(x, y, z),</code></div><div class="line number8 index7 alt1"><code class="csharp spaces"> </code><code class="csharp plain">Quaternion.Euler(Vector3.zero)</code></div><div class="line number9 index8 alt2"><code class="csharp spaces"> </code><code class="csharp plain">) </code><code class="csharp keyword">as</code> <code class="csharp plain">GameObject;</code></div><div class="line number10 index9 alt1"> </div><div class="line number11 index10 alt2"><code class="csharp spaces"> </code><code class="csharp plain">Chunk newChunk = newChunkObject.GetComponent<Chunk>();</code></div><div class="line number12 index11 alt1"> </div><div class="line number13 index12 alt2"><code class="csharp spaces"> </code><code class="csharp plain">newChunk.pos = worldPos;</code></div><div class="line number14 index13 alt1"><code class="csharp spaces"> </code><code class="csharp plain">newChunk.world = </code><code class="csharp keyword">this</code><code class="csharp plain">;</code></div><div class="line number15 index14 alt2"> </div><div class="line number16 index15 alt1"><code class="csharp spaces"> </code><code class="csharp comments">//Add it to the chunks dictionary with the position as the key</code></div><div class="line number17 index16 alt2"><code class="csharp spaces"> </code><code class="csharp plain">chunks.Add(worldPos, newChunk);</code></div><div class="line number18 index17 alt1"><code class="csharp comments">// REMOVE THIS</code></div><div class="line number19 index18 alt2"><code class="csharp comments">// for (int xi = 0; xi < 16; xi++)</code></div><div class="line number20 index19 alt1"><code class="csharp comments">// {</code></div><div class="line number21 index20 alt2"><code class="csharp comments">// for (int yi = 0; yi < 16; yi++)</code></div><div class="line number22 index21 alt1"><code class="csharp comments">// {</code></div><div class="line number23 index22 alt2"><code class="csharp comments">// for (int zi = 0; zi < 16; zi++)</code></div><div class="line number24 index23 alt1"><code class="csharp comments">// {</code></div><div class="line number25 index24 alt2"><code class="csharp comments">// if (yi <= 7)</code></div><div class="line number26 index25 alt1"><code class="csharp comments">// {</code></div><div class="line number27 index26 alt2"><code class="csharp comments">// SetBlock(x + xi, y + yi, z + zi, new BlockGrass());</code></div><div class="line number28 index27 alt1"><code class="csharp comments">// }</code></div><div class="line number29 index28 alt2"><code class="csharp comments">// else</code></div><div class="line number30 index29 alt1"><code class="csharp comments">// {</code></div><div class="line number31 index30 alt2"><code class="csharp comments">// SetBlock(x + xi, y + yi, z + zi, new BlockAir());</code></div><div class="line number32 index31 alt1"><code class="csharp comments">// }</code></div><div class="line number33 index32 alt2"><code class="csharp comments">// }</code></div><div class="line number34 index33 alt1"><code class="csharp comments">// }</code></div><div class="line number35 index34 alt2"><code class="csharp comments">// }</code></div><div class="line number36 index35 alt1"><code class="csharp comments">//REMOVE ABOVE</code></div><div class="line number37 index36 alt2"> </div><div class="line number38 index37 alt1"><code class="csharp spaces"> </code><code class="csharp comments">//Add these lines:</code></div><div class="line number39 index38 alt2"><code class="csharp spaces"> </code><code class="csharp plain">var terrainGen = </code><code class="csharp keyword">new</code> <code class="csharp plain">TerrainGen();</code></div><div class="line number40 index39 alt1"><code class="csharp spaces"> </code><code class="csharp plain">newChunk = terrainGen.ChunkGen(newChunk);</code></div><div class="line number41 index40 alt2"> </div><div class="line number42 index41 alt1"><code class="csharp spaces"> </code><code class="csharp plain">newChunk.SetBlocksUnmodified();</code></div><div class="line number43 index42 alt2"> </div><div class="line number44 index43 alt1"><code class="csharp spaces"> </code><code class="csharp keyword">bool</code> <code class="csharp plain">loaded = Serialization.Load(newChunk);</code></div><div class="line number45 index44 alt2"> </div><div class="line number46 index45 alt1"><code class="csharp spaces"> </code><code class="csharp plain">}</code></div></div></td></tr></tbody></table></div></div></div><div id="filler"> <div class="description" style="padding-top:0px"> <bodytext><p></p>
<p>Now before we test it you'll want to replace the Start function in world to have more chunks so you can see the terrain, replace it with this:</p>
<p> </p></bodytext></div> </div> <div class="codeblock"><div><div id="highlighter_197409" class="syntaxhighlighter csharp"><table border="0" cellpadding="0" cellspacing="0"><tbody><tr><td class="gutter"><div class="line number1 index0 alt2">1</div><div class="line number2 index1 alt1">2</div><div class="line number3 index2 alt2">3</div><div class="line number4 index3 alt1">4</div><div class="line number5 index4 alt2">5</div><div class="line number6 index5 alt1">6</div><div class="line number7 index6 alt2">7</div><div class="line number8 index7 alt1">8</div><div class="line number9 index8 alt2">9</div><div class="line number10 index9 alt1">10</div><div class="line number11 index10 alt2">11</div><div class="line number12 index11 alt1">12</div><div class="line number13 index12 alt2">13</div></td><td class="code"><div class="container"><div class="line number1 index0 alt2"><code class="csharp spaces"> </code><code class="csharp comments">// Use this for initialization</code></div><div class="line number2 index1 alt1"><code class="csharp spaces"> </code><code class="csharp keyword">void</code> <code class="csharp plain">Start () {</code></div><div class="line number3 index2 alt2"><code class="csharp spaces"> </code><code class="csharp keyword">for</code> <code class="csharp plain">(</code><code class="csharp keyword">int</code> <code class="csharp plain">x = -4; x < 4; x++)</code></div><div class="line number4 index3 alt1"><code class="csharp spaces"> </code><code class="csharp plain">{</code></div><div class="line number5 index4 alt2"><code class="csharp spaces"> </code><code class="csharp keyword">for</code> <code class="csharp plain">(</code><code class="csharp keyword">int</code> <code class="csharp plain">y = -1; y < 3; y++)</code></div><div class="line number6 index5 alt1"><code class="csharp spaces"> </code><code class="csharp plain">{</code></div><div class="line number7 index6 alt2"><code class="csharp spaces"> </code><code class="csharp keyword">for</code> <code class="csharp plain">(</code><code class="csharp keyword">int</code> <code class="csharp plain">z = -4; z < 4; z++)</code></div><div class="line number8 index7 alt1"><code class="csharp spaces"> </code><code class="csharp plain">{</code></div><div class="line number9 index8 alt2"><code class="csharp spaces"> </code><code class="csharp plain">CreateChunk(x * 16, y * 16, z * 16);</code></div><div class="line number10 index9 alt1"><code class="csharp spaces"> </code><code class="csharp plain">}</code></div><div class="line number11 index10 alt2"><code class="csharp spaces"> </code><code class="csharp plain">}</code></div><div class="line number12 index11 alt1"><code class="csharp spaces"> </code><code class="csharp plain">}</code></div><div class="line number13 index12 alt2"><code class="csharp spaces"> </code><code class="csharp plain">}</code></div></div></td></tr></tbody></table></div></div></div><div id="filler"> <div class="description" style="padding-top:0px"> <bodytext><p></p>
<p>Now open unity and hit play to see your terrain generated!</p>
<p> </p></bodytext></div> </div> <img src="./Part 6_files/terrain.png"> <div id="filler"> <div class="description"> <bodytext><p></p>
<p>You should see something like this!</p>
<p><a href="https://web.archive.org/web/20150214125723/http://alexstv.com/index.php/posts/unity-voxel-block-tutorial-pt-5" class="inline_button" style="background-color:#2D9AE3">Tutorial part 5</a><a href="https://web.archive.org/web/20150214125723/http://alexstv.com/downloads/voxeltut6.zip" class="inline_button" style="background-color:#2D9AE3">Download scripts so far</a><a href="https://web.archive.org/web/20150214125723/http://alexstv.com/index.php/posts/unity-voxel-block-tutorial-pt-7" class="inline_button" style="background-color:#2D9AE3">Tutorial part 7</a><br><br></p>
<p><a href="https://web.archive.org/web/20150214125723/https://twitter.com/stv_alex" class="inline_button" style="background-color:#77B1D1">Follow me on twitter</a><a href="https://web.archive.org/web/20150214125723/https://plus.google.com/+AlexandrosStavrinou/posts" class="inline_button" style="background-color:#D73D32">Add me on Google+</a><br><br></p>
</bodytext>
</div>
</div>
<section class="yspace"></section>
<div class="datestamp">
<stamptext>24th Jan, 2015</stamptext>
</div>
<div class="authorstamp">
<stamptext>Alex</stamptext>
</div>
<section class="yspace"></section>
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<div class="post">
<div id="filler">
<bodytext>
<form id="comment" class="commentform commentbox" method="post" action="https://web.archive.org/web/20150214125723/http://alexstv.com:80/index.php/posts/unity-voxel-block-tutorial-pt-6#comment">
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<div class="description">
<bodytext>
<h1>Tuck</h1>
</bodytext>
</div>
</div>
<div id="filler">
<div class="description">
<bodytext>
Hey man, excellent set of tutorials. Keep em comming, i love seeing all the different approaches, and you really explain the nitty gritty so well. How about some trees for the next one? Or some Occlusion? Can't wait! </bodytext>
</div>
</div>
<section class="yspace"></section>
<div class="datestamp">
<stamptext>3 weeks ago</stamptext>
</div>
<div class="authorstamp">
<stamptext>Comment #3</stamptext>
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<section class="yspace"></section>
</div>
<div class="post">
<div id="filler">
<div class="description">
<bodytext>
<h1>Dan</h1>
</bodytext>
</div>
</div>
<div id="filler">
<div class="description">
<bodytext>
Really enjoyed your last set of tutorials and this new set seems to be even more detailed than the last. Impressive stuff.
I'd really like to see you go into a bit of depth with regards to differentiating the standard cubes using sloped blocks/ramps etc. Whether it be by implementing Marching Cubes on the terrain hulk, or by a few passes using a custom algorithm. Should round out the tutorial nicely.
You have so many options to keep this tutorial rolling and growing i.e. basic fluid dynamics, 3D pathfinding, data structure optimizations, course node hierarchies for improved pathing/ojbect querying etc.
Quick question:
1.) With larger worlds wouldn't you benefit a lot more by utilizing the cache coherence and the constant time searches of one large block array stored in World, as opposed to using the OO model of chunks storing their own blocks? (I think you did this in the first batch of tutorials). I get much better performance both with the block creation via noise and with building the data structure in general.
Anyway, I'm loving these tuts so keep them coming and I appreciate all the hard work! </bodytext>
</div>
</div>
<section class="yspace"></section>
<div class="datestamp">
<stamptext>3 weeks ago</stamptext>
</div>
<div class="authorstamp">
<stamptext>Comment #8</stamptext>
</div>
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<div class="post">
<div id="filler">
<div class="description">
<bodytext>
<h1>David</h1>
</bodytext>
</div>
</div>
<div id="filler">
<div class="description">
<bodytext>
Marching cubes (Smooth terrain) Or even biomes would be awesome! Love your detailed approach to teaching man! Keep up the good work. </bodytext>
</div>
</div>
<section class="yspace"></section>
<div class="datestamp">
<stamptext>2 weeks ago</stamptext>
</div>
<div class="authorstamp">
<stamptext>Comment #12</stamptext>
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<div class="post">
<div id="filler">
<div class="description">
<bodytext>
<h1>Bruno</h1>
</bodytext>
</div>
</div>
<div id="filler">
<div class="description">
<bodytext>
No próximo episodio você poderia ensinar a fazer um sistema com geradores de seed e terreno infinito com diversidade em biomas. :) </bodytext>
</div>
</div>
<section class="yspace"></section>
<div class="datestamp">
<stamptext>2 weeks ago</stamptext>
</div>
<div class="authorstamp">
<stamptext>Comment #14</stamptext>
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<div class="post">
<div id="filler">
<div class="description">
<bodytext>
<h1>Aiden</h1>
</bodytext>
</div>
</div>
<div id="filler">
<div class="description">
<bodytext>
Thanks for the tutorial!
Do you plan on continuing this series? </bodytext>
</div>
</div>
<section class="yspace"></section>
<div class="datestamp">
<stamptext>2 weeks ago</stamptext>
</div>
<div class="authorstamp">
<stamptext>Comment #17</stamptext>
</div>
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<div class="post">
<div id="filler">
<div class="description">
<bodytext>
<h1>AlexStv</h1>
</bodytext>
</div>
</div>
<div id="filler">
<div class="description">
<bodytext>
@Aiden I'm already working on the next part, I plan on releasing updates fairly regularly as long as there's more content to add. </bodytext>
</div>
</div>
<section class="yspace"></section>
<div class="datestamp">
<stamptext>2 weeks ago</stamptext>
</div>
<div class="authorstamp">
<stamptext>Comment #18</stamptext>
</div>
<section class="yspace"></section>
</div>
<div class="post">
<div id="filler">
<div class="description">
<bodytext>
<h1>TDawg</h1>
</bodytext>
</div>
</div>
<div id="filler">
<div class="description">
<bodytext>
@AlexStv Can't wait! (: </bodytext>
</div>
</div>
<section class="yspace"></section>
<div class="datestamp">
<stamptext>2 weeks ago</stamptext>
</div>
<div class="authorstamp">
<stamptext>Comment #19</stamptext>
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<div class="post">
<div id="filler">
<div class="description">
<bodytext>
<h1>Brock</h1>
</bodytext>
</div>
</div>
<div id="filler">
<div class="description">
<bodytext>
Hey, I was curious if you had an approach for a "highlight" function for block placement. For example, an outline on the air block which will be changed to stone when you use Terrain.SetBlock(..., true). </bodytext>
</div>
</div>
<section class="yspace"></section>
<div class="datestamp">
<stamptext>2 weeks ago</stamptext>
</div>
<div class="authorstamp">
<stamptext>Comment #25</stamptext>
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<div class="post">
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<div class="description">
<bodytext>
<h1>Dalez</h1>
</bodytext>
</div>
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<div id="filler">
<div class="description">
<bodytext>
Awesome! Would be nice to see some examples of different types of terrain generation, such as flat, really high mountains etc. I've played around with it, but still need to work out which variable does what!
I'm hoping the infinite part is coming next, with only loading the blocks that you can see. Excited! </bodytext>
</div>
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<section class="yspace"></section>
<div class="datestamp">
<stamptext>2 weeks ago</stamptext>
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<div class="authorstamp">
<stamptext>Comment #24</stamptext>
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<h1>Shipps</h1>
</bodytext>
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<div id="filler">
<div class="description">
<bodytext>
Hi Alex,
Great tutorials you got here. Looking forward to the next one. There is a small adjustment that you may or may not be interested in. I put the loop for generating the chunks in a coroutine so that the Unity editor does not lock up when you load larger map sizes.
It looks something like this:
In World.cs
void Start ()
{
StartCoroutine(Loading(-8, 9, -1, 3, -8, 9));
}
IEnumerator Loading(int startX, int stopX, int startY, int stopY, int startZ, int stopZ)
{
for (var y = startY; y < stopY; y++)
{
for (var x = startX; x < stopX; x++)
{
for (var z = startZ; z < stopZ; z++)
{
CreateChunk(x * 16, y * 16, z * 16);
yield return null;
}
}
}
}
With this code the loop will yield for a frame in between creating chunks. Besides being fun to watch, it also lets you control the Unity editor while the level is loading. (You can also return new WaitForSeconds() instead of null to yield for a specified amount of time instead of a single frame.)
Keep up the great work! Can't wait for the infinite generation! </bodytext>
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<section class="yspace"></section>
<div class="datestamp">
<stamptext>1 week ago</stamptext>
</div>
<div class="authorstamp">
<stamptext>Comment #29</stamptext>
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