Scott Martin
Terrain Generator

Image of some terrain generated using the 2nd terrain generation methods.

This is a preview of one terrain generated using method 1

This displays the Special move menu in the turned based combat.

Image of some terrain generated using the 2nd terrain generation methods.
This software is designed to randomly generate 2 different terrains and then collect the performance from the terrains to see which has better performance along with a Survey for which terrain subjectively was better both visually and traveling. This was made as part of my final year project for my Computer Games Development course as terrain generation is a common technique in creating land mass for video games.
The two terrain generation methods were.
Terrain generation method one used a in-built unity terrain object and a base and then used a noise map to alter the maps geometry.
Terrain generation method 2 used code to generate a noise map before the creating a customer mesh from the noise map points generated.
The results where that Terrain generation method 2 was faster, had less impact on the computers hardware and was overall more visually appealing but was hard to alter as new code would have to be written to add finer detail or change elements where as terrain generation method 1 was easier to adapt using the terrains in-built methods but had far worse load times and more impact on the PC's CPU.
Engine: Unity
Programmed with: C#


Example of collected data, survey data on the top containing there number rating and reasoning and Load data on the bottom containing the start and end times of loading with the difference calculated after.