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				@Root wasn't planning on adding caves yet.
 But damn you got the Perlin noise right.
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				 Root772326y@Ranchu 😋 12 years of game dev, and a few more as a hobbyist before that. I know perlin noise when I see it. It's more useful for textures than terrain, though. And a few novel applications like decor, concentrations, stat arrangements, etc. Root772326y@Ranchu 😋 12 years of game dev, and a few more as a hobbyist before that. I know perlin noise when I see it. It's more useful for textures than terrain, though. And a few novel applications like decor, concentrations, stat arrangements, etc.
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				@nooh Simple, very simple in fact.
 The reason is called mind numbing headaches and not wanting to bother uploading from pc.
 Seems stupid right?
 Fun fact, it is.
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				 K-ASS24926y@Ranchu it is, the only thing good about this game was the procedural planets and animals K-ASS24926y@Ranchu it is, the only thing good about this game was the procedural planets and animals
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				@K-ASS yeah, quasi endless stuff but the quests and missions and the story in general...mehh
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				@EthanSnowy It's not gradient *yet*
 It's (hopefully soon) gonna blend in the edges of the "biomes" and apply a gradient between the two bordering regions.
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				@Root But hey, if you got any learning resources for 3D noise I'll look into making some caves.
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So, I've been following a tutorial and explanatory series on YouTube about procedural terrain generation.
I dare saying it's going quite well!
rant
c#
procedural mesh
unity