Adrian's Portfolio | Fractal Nature : A Procedural Terrain Generator
50814
portfolio_page-template-default,single,single-portfolio_page,postid-50814,edgt-core-1.2,ajax_fade,page_not_loaded,,vigor-ver-2.0, vertical_menu_with_scroll,smooth_scroll,fade_push_text_top,wpb-js-composer js-comp-ver-5.2,vc_responsive

Fractal Nature : A Procedural Terrain Generator

Project  Paper

 

“Fractal Nature” is a piece of software that, within a set of user-defined parameters, can potentially create an infinite number of environments, all resembling each other proportionally, just like a fractal – pretty cool. It has been my first ever Unity project, designed and developed as a final year project at Coventry University, under the supervision of Dr. Fotis Liarokapis. The extensive research has also led to the development of some genuine algorithms, like simulating the effects of wind over the erosion of the terrain, among others:

 

  • Diamond-square fractals for creating rocky terrain, unaltered by external forces – fresh new baby mountains
  • Thermal weathering, causing the earth to crumble and roll downhill – smooth valleys, sharp mountain tops
  • Hydraulic erosion, triggering the motion of water against the ground – this creates rivers and grooves
  • Wind forces, pushing the water in a specific direction, also taking into account gravity
  • Modest, procedurally generated textures for grass, rocks, snow, etc.
  • Filters for smoothing out the terrain and for fixing irregularities

 

A short paper can be found on IEEE, which has also been presented and published at the International Conference on Virtual Worlds and Games for Serious Applications: VS-Games 2015, in Skövde, Sweden.

 

Future plans include porting the code to the GPU, which will increase its speed and texture quality, and writing it in C++ within OpenFrameworks. This will hopefully give it that extra presentation edge it deserves. Until then, though, you can enjoy the mini-flight simulator I integrated into the project – swoosh!

Category

C#, Code, Unity