Procedural Terrain Generation by Sampling a 2D Monochrom Perlin Noise Map in Unity
Asian Journal of Research in Computer Science, Volume 16, Issue 1,
This article presents a study on procedural terrain generation using Perlin noise in the Unity game engine, building upon prior research and established techniques [1,2]. The objective of the this study is to create realistic and visually appealing landscapes by leveraging algorithmic generation . By utilizing a two dimensional monochrome Perlin noise map, the algorithm generates terrains with organic features such as hills, valleys, and mountains . The research employs the Unity game engine, which offers a wide range of tools and technologies for implementing procedural generation algorithms .
The performance analysis conducted during this study yielded important insights. The execution time test revealed that the algorithm's execution time increased significantly with larger grid sizes, emphasizing the need to consider the scale and resolution of the terrains . This finding highlights the trade-off between generating detailed terrains and the time required for the algorithm to complete its computations. Additionally, the memory usage test demonstrated a quadratic relationship between memory usage and grid size, indicating the necessity of efficient memory management  for generating higher-resolution terrains. Optimizing memory usage is crucial to avoid excessive consumption and ensure efficient resource utilization.
These findings from the performance analysis provide valuable guidance for optimizing and refining the algorithm discussed in this article. Techniques such as algorithmic refinements, parallelization [8,6], and memory optimization strategies can be employed to reduce execution times and minimize memory overhead.
By understanding the algorithm's performance characteristics and leveraging the insights gained from the analysis, developers can make informed decisions to generate visually compelling and diverse landscapes within the Unity game engine.
- Procedural generation
- perlin noise
- terrain sculpting
- algorithmic mesh manipulation
How to Cite
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