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Procedural Terrain Generation based on Perlin Noise algorithm.

Procedural generation is an algorithmic technique that dynamically creates content, offering endless possibilities for generating complex and realistic terrains in a variety of applications, including games, simulations, and visualizations.

What is Procedural Generation?
Procedural generation involves using algorithms to generate content algorithmically, rather than manually designing every detail. In the context of terrain generation, this means creating landscapes, mountains, and valleys on the fly, providing a dynamic and ever-changing environment. Procedural generation is a powerful tool for developers seeking to add variety and unpredictability to their virtual worlds.

How to Use:
Clone the repository to your local environment and run using Unity Engine.

Examples:
Generate mountain ranges for game environments.
Create landscapes with varying levels of roughness and complexity.
Simulate natural terrains for virtual worlds and simulations.

screen-capture (5)

Contributions:
Contributions are welcome! Whether you have ideas for enhancements, optimizations, or new features, feel free to open issues and submit pull requests.

Resources:
Procedural Generation - Wikipedia
Perlin Noise - Wikipedia
Ken Perlin's Original Paper
Brackeys <3

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Playing around with procedural generation in Unity

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