Runtime procedural island generation with GPU mesh calculation and rendering
A personal project in which I explored procedural generations techniques aiming to be able to generate procedural floating islands at runtime using compute, vertex and fragment shaders in order to optimise the generation and rendering.
An older implementation was used for the procedural generation in one of my other projects Skybound Odyssey.
Mesh calculation:
Mesh rendering:
Generation:
I started this project because I wanted to further explore different procedural generation techniques. Specifically more complex mesh generation rather than voxel generation. This project was originally used in Skybound Odyssey. Since then I have made any modifications to it, as I wanted to greatly improve its performance, making better use of the GPU and compute, vertex and fragment shaders. Which is something I have really enjoyed. Sebastien Lague was also a motivation for this project, while watching a few of his videos, in which he talked about different techniques for generation, rendering and optimisation. I then wanted to experiment with them and adapt them for my specific uses.
Unity 3D, Compute Shader, Vertex/Fragment Shader