Unity-Technologies / Unity-Technologies/Unity.Mathematics

Use Noise for Voxel Generation?

Open
#207 0 comments 0 reactions 0 assignees View on GitHub

Nobody has claimed this yet.

Dominant language
C#
Stars
1.4k
Forks
159
PR merge metrics
No merged PRs in 30d

Description

``Hi,
iam currently have no plan how to use the snoise function for my voxels.

`int x = i / (renderDistance * renderDistance);
int y = (i - x * renderDistance * renderDistance) / renderDistance;
int z = i - x * renderDistance * renderDistance - y * renderDistance;

        float noise = Unity.Mathematics.noise.snoise(new float3(y, x, z)) * scale;

        if (y < noise) {
            part.solid = true;`

something like that will be. A flatten 3 dimensional array with all positions, then calculate noise on that positions and scale it a bit. next is the problem. How to check if Position at specifig Height should be solid or not?

Thank you

Contributor guide

No contributing guide indexed for this repository

First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

Research direction

The issue provides a C# snippet using Unity.Mathematics.noise.snoise for voxel generation, but names no repository files, tests, or entry points. First clarify the intended voxel-generation behavior and how solidity should be determined; the work is complete when that design is implemented and its expected voxel output is verified.

Written by the indexing model from the issue text.

Assessment

Tech stack
csharp
Domain
game-dev
Issue type
Feature
Difficulty
5/5
Estimated time
Over a week
Activity status
Stale
Clarity
Needs clarification
Newbie friendliness
25/100

Get new issues in your inbox

A short digest of beginner-friendly GitHub issues.