Implementation of a infinte-world terraforming game mechanic mechanism based on my multi-threaded implementation of the marching cubes algorithm (https://github.com/akoreman/Marching-Cubes-Unity-Job-System). Inspired by the gameplay of Astroneer.
Currently Implemented
- Spawning and de-spawning chunks to generate infinitely large marching cubes worlds.
- View frustum culling by calculating the camera draw volume and de-spawning chunks not in camera view.
- Change the geomtry during runtime by changing the underlying scalar field.
- Building a mesh collider for the chunks at runtime.
- First person controls to walk through the world.
- Uses Unity raycasts to get the points where to terraform.
- Uses Perlin noise to initialiaze a hilly environment.