Runtime procedural island generation with GPU mesh calculation and rendering
A personal project exploring procedural generations techniques to dynamically construct floating islands at runtime. Using compute, vertex and fragment shaders to optimise both the generation and rendering.
An earlier implementation was used for the procedural generation in one of my other projects Skybound Odyssey.
Mesh calculation:
Mesh rendering:
Generation:
I started this project to further explore different procedural generation techniques. Specifically more complex mesh generation rather than voxel generation. This project was originally used in Skybound Odyssey and since then I have made many modifications, greatly improving its performance, making better use of the GPU and compute, vertex and fragment shaders. A challenge I have really enjoyed.
This project was also inspired by Sebastien Lague, while watching a few of his videos, during which he talked about different techniques for generation, rendering and optimisation. I then wanted to experiment and adapt them for my specific uses.
Unity 3D, Compute Shader, Vertex/Fragment Shader