Hello!Had anyone seen an implementation of the Diamond Square Algorithm in Unity?I am having some trouble implementing it myself and getting the best performance. Also,is it the best choice for terrain generation in terms of speed?Is the simplex noise even faster?I am looking for something that would run on the GPU aswell...I do already have a pseudo-random number generator Please help me Thank you!
what performance you have at the moment..? just for creating the texture is pretty fast it seems.. made some quick test, http://unitycoder.com/blog/2012/04/03/diamond-square-algorithm/
Hello! My target is to generate a 64x64 map in like 0,004 seconds with no huge lag spikes... At the moment,if i use the raw random number generator i can generate 1.000.000 numbers in a second...So that would be just what i need...256 64x64 textures in a second...Of course,i don't really need it to be that fast,but you get the ideea... Also,i need to make it run okay on the GPU too,as a shader... I am still struggleing to create one myself (Diamond Square implementation or a coherent noise function) but nothing that would satisfy my needs Thanks for the link,waiting to see the source
added 1st version source. also founded a link to shader for same(?) algorithm, that might be interesting, if someone converts it to unity..
Hello again!I was messing around with the code and i was wondering : Can the diamond square algorithm be scaled up and down just like perlin noise? It seems that just scaling the 4 corners of the grid wont work... Thanks!