Procedural Terrain Generation with Unity

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The creation of beautiful virtual terrains isn’t just the domain of the artist but also of the programmer. What if you could use your programming skills in C# to manipulate a mesh to create realistic landscapes using algorithms developed by researchers studying landscape formation and erosion?

Learn how to program and work with: Voronoi Tessellation, Midpoint Displacement, Perlin Noise, Splat Maps, Trees and Vegetation, Clouds, Weather, Erosion, and water.

Course Information

Estimated Time: 15 hrs, 85 Lectures

Difficulty: Beginner

Course Instructor

Penny de Byl Penny de Byl Author

I’m a full stack developer of most things computer sciency and academic with a true passion for teaching.  I’ve been teaching others about games development, programming, computer graphics, animation and web design for over 25 years in universities in Australia and Europe at the full professor level. I’ve also consulted for Unity, SAE, the Australian Institute of Entertainment and Wikitude. My best selling textbooks including Holistic Game Development with Unity are used in over 100 institutions world-wide. My graduates work at companies like Apple, Ubisoft, LinkedIn and Deloitte Digital.

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The Unity Terrain Object

Perlin Noise

Voronoi Tessellation

Midpoint Displacement





Natural Exposure

The Great Outdoors

Final Touches

Final Words

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