MinTuts

Tutorials/references packed with awesome info

Procedural Generation 0


We procedurally build quad meshes, use quads to build a terrain of a specified size, and build a custom editor for our terrain

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Procedural Generation 1


We implement multi-octave Perlin Noise

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Procedural Generation 2


We add a falloff map to our terrain and implement an auto update option

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Procedural Generation 3


We build a custom shader. We start simple with a greyscale shader - then add grass, water, and a shoreline

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Procedural Generation 4


Make our shader more flexible by exposing its hard-coded values as editable parameters

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