ProceduralTerrain | Procedural voxel terrain generation in Unity | Game Engine library

 by   theSoenke C# Version: Current License: MIT

kandi X-RAY | ProceduralTerrain Summary

kandi X-RAY | ProceduralTerrain Summary

ProceduralTerrain is a C# library typically used in Gaming, Game Engine, Unity applications. ProceduralTerrain has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

Procedural voxel terrain generation in Unity
Support
    Quality
      Security
        License
          Reuse

            kandi-support Support

              ProceduralTerrain has a low active ecosystem.
              It has 343 star(s) with 43 fork(s). There are 28 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 3 open issues and 3 have been closed. On average issues are closed in 16 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of ProceduralTerrain is current.

            kandi-Quality Quality

              ProceduralTerrain has 0 bugs and 0 code smells.

            kandi-Security Security

              ProceduralTerrain has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              ProceduralTerrain code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              ProceduralTerrain is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              ProceduralTerrain releases are not available. You will need to build from source code and install.
              Installation instructions are available. Examples and code snippets are not available.

            Top functions reviewed by kandi - BETA

            kandi's functional review helps you automatically verify the functionalities of the libraries and avoid rework.
            Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of ProceduralTerrain
            Get all kandi verified functions for this library.

            ProceduralTerrain Key Features

            No Key Features are available at this moment for ProceduralTerrain.

            ProceduralTerrain Examples and Code Snippets

            No Code Snippets are available at this moment for ProceduralTerrain.

            Community Discussions

            Trending Discussions on ProceduralTerrain

            QUESTION

            Three.js raycasting collision not working
            Asked 2019-Jul-08 at 20:53

            I am working on an arcade style Everest Flight Simulator.

            In my debugger where I am building this, I have a terrain and helicopter class which generate the BufferGeometry terrain mesh, the Groups for the helipad Geometries, and the group for the helicopter Camera and Geometry.

            My issue is that currently I can't seem to get any collision to detect. I imagine it may not support BufferGeometries so that is an issue for me because I need the terrain to be a Buffer since it's far too expansive... as a standard geometry it causes a memory crash in the browser.

            However, testing the helipad geometries alone it still does not trigger. They are in a group so I add the groups to a global window array and set the collision check to be recursive but to no avail.

            Ultimately, I am open to other forms of collision detection and may need two types as I have to use buffer geometries. Any ideas on how to fix this or a better solution?

            The Helicopter Object Itself

            ...

            ANSWER

            Answered 2019-Jul-08 at 20:53

            It's hard to tell what's going on inside your custom classes, but it looks like you're using an Object3D as the first argument of the raycaster, instead of a Vector3 when you use this.heli.children[1].clone(). Why don't you try something like:

            Source https://stackoverflow.com/questions/56942112

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install ProceduralTerrain

            git clone --recursive https://github.com/theSoenke/ProceduralTerrain.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
            Find more information at:

            Find, review, and download reusable Libraries, Code Snippets, Cloud APIs from over 650 million Knowledge Items

            Find more libraries
            CLONE
          • HTTPS

            https://github.com/theSoenke/ProceduralTerrain.git

          • CLI

            gh repo clone theSoenke/ProceduralTerrain

          • sshUrl

            git@github.com:theSoenke/ProceduralTerrain.git

          • Stay Updated

            Subscribe to our newsletter for trending solutions and developer bootcamps

            Agree to Sign up and Terms & Conditions

            Share this Page

            share link

            Explore Related Topics

            Consider Popular Game Engine Libraries

            godot

            by godotengine

            phaser

            by photonstorm

            libgdx

            by libgdx

            aseprite

            by aseprite

            Babylon.js

            by BabylonJS

            Try Top Libraries by theSoenke

            Paperwork-Android

            by theSoenkeJava

            VoiceClassification

            by theSoenkePython

            news-crawler

            by theSoenkeGo

            lipreading

            by theSoenkePython

            deep-stereo-matching

            by theSoenkePython