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January 28, 2018

Procedural World - Textures

I’m getting to the point of adding more detail into the world. Up to this point blocks only have a single color and of course this isn’t very flexible. It’s...

unity
pcg
shaders
January 17, 2018

Procedural World - Player Controller

Collision Before movement and placing blocks can be done the terrain needs to be represented by a collision mesh. Luckily this is made really easy using a unity

c#
pcg
January 14, 2018

Procedural World - Island

Humble Beginnings! In the process of trying to develop a terrain engine in Unity I’m tackling some micro-projects to teach myself more about...

unity
c#
pcg
January 07, 2018

Procedural World - Mesh Optimization

Better Naive Block Meshing The Naive/Simple block mesher creates triangles for each block in the mesh with some minor optimization. The simple block mesher checks if adjacent blocks to...

unity
c#
pcg
January 04, 2018

Procedural World - Chunk Management

In this post I will be going over how chunks are managed in my procedural world project. All chunk management occurs in the ChunkManager script. This is probably...

unity
c#
pcg
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