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Procedural Content Generation for Unity Game Development

You're reading from   Procedural Content Generation for Unity Game Development Harness the power of procedural content generation to design unique games with Unity

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Product type Paperback
Published in Jan 2016
Publisher
ISBN-13 9781785287473
Length 260 pages
Edition 1st Edition
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Author (1):
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Ryan Watkins Ryan Watkins
Author Profile Icon Ryan Watkins
Ryan Watkins
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Toc

Multi mesh planet


Now that we are able to generate a sphere and understand some of the pitfalls of 3D rendering, we are ready to generate our planet. Normally, the approach for generating a planet would be to generate a sphere and then generate a random texture called a height map. This is well covered and documented in free online resources. This would require quite a bit of work and extra plugins so it will be left to you to research on your own. We will take another approach that can be scripted easily.

We will generate multiple spheres and perform some manipulations on their geometry to give them each a unique character. We are also going to use a different type of sphere for this task. This sphere will be generated from a polygon called an Icosahedron. The algorithm for this primitive can be found at the Unity Wiki page, http://wiki.unity3d.com/index.php/ProceduralPrimitives.

Icosahedron sphere on the left and polar sphere on the right

The icosahedron sphere is seamlessly created, meaning...

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