Circular Terrain Generation

Hello my name is Francisco and im barely new to unity (only 3 months) and im trying to make a 2D platformer with some twists.
First i will introduce the premises.

  1. The world must be circular, and the player will be wandering around it
  2. There is a point of gravity in the center of the planet. (there could be some other points in the future,thats why it is like this)
  3. the player won’t notice that the world is circular, but i made it circular so i dont have to bother with translating end and startpoints etc. Also it would be more fun.
  4. Procedural terrain generation with biomes.

  5. So… it was made with the unity 2d tools (sprite Renderers and box2d).
    What is my problem?
    i need advice , not in programming just in logic, of how to make it fast as possible (will be targeted to webplayer).
    What would be better:
  6. to create some sort of pool manager and then i would go placing blocks as far as the user can see (and little more) (how would you make this?).
  7. to create all instance and activating them as the user pass (and how you would make this).
  8. to create all instances and thats it.

I guess this second part i can search for it:
I kind of need to know how to use the perlin noise so i give it a random vector with random heights (around the circle) and will complete the sequence. Also i would like to know how to think to make caves.

The main problem i see of using a circle is that in the sides the X start counting as height and that suck balls.

this is what i made, the outer circle is a circle collider that acts as Attraction field. and the inner is a circle of grass that collide with the player. (the gravity and rotation are working good).


Here is a class that contains the gameobject and pos, and rotation (in the future will contain type of biome etc.)

using UnityEngine;
using System.Collections;

public class TileClass {
	public Vector3 Position {get;set;}
	public Quaternion Rotation {get;set;}
	public GameObject Tile {get;set;}
	public TileClass()
	{

	}
}

Here is my code that i use to create the terrain.

public class TerrainGenerator : MonoBehaviour {
	public GameObject floorTile;
	public Transform offset;
	public float Radio=1;
	public float precision=0.1f;
	public float InstancesAmount=10;
	public GameObject player;
	private TerrainClass terrain;	
	// Use this for initialization
	void Start () 
	{

		terrain = new TerrainClass(Mathf.FloorToInt(Mathf.PI*2/precision));
		float rnd = Random.Range (0f,0.9f);
		for (int i=0;i<terrain.Tiles.Length;i++)
		{
			Vector3 posTmp = new Vector3(Mathf.Sin(i * Mathf.PI*2/terrain.Tiles.Length) * Radio + offset.position.x,Mathf.Cos(i * Mathf.PI*2/terrain.Tiles.Length) * Radio + offset.position.y,0);
			Vector3 pos = new Vector3(posTmp.x + Mathf.PerlinNoise(posTmp.x * rnd,posTmp.y * rnd),posTmp.y + Mathf.PerlinNoise(posTmp.x * rnd,posTmp.y * rnd),posTmp.z);
			Quaternion rotation = Quaternion.LookRotation(offset.position - pos,Vector3.forward);		
			terrain.SetTile(i,pos,new Quaternion(0,0,rotation.z,rotation.w));
			//terrain.Tiles[i].Period = i * Mathf.PI*2/terrain.Tiles.Length;
		}
		for (int i=0;i<terrain.Tiles.Length;i++)
		{
			terrain.SetTileGameObject(i,(GameObject) Instantiate(floorTile,terrain.Tiles[i].Position,terrain.Tiles[i].Rotation));			
			terrain.Tiles[i].Tile.GetComponent<DetectPlayer>().id = i;
			terrain.Tiles[i].Tile.GetComponent<DetectPlayer>().player = player;	
		}		
	}
}

Just in case you want to know TerrainClass is just a middle Class that contains the TileClass Array.
The detectplayer attaches to the used prefab for tile and just has a oncollisionenter sets an static variable the I variable to know where the player is standing.

and if you want to have the gravity class also is here:
i just place it in an empty GameObject with a circle collider marked as trigger.

using UnityEngine;
using System.Collections;
using System.Collections.Generic;

public class Gravity : MonoBehaviour {
	private bool AffectOnlyY;
	private List<GameObject> goList;
	void Start()
	{
		goList = new List<GameObject>();

	}
	void FixedUpdate () 
	{
		foreach(GameObject g in goList)
		{
			Vector3 offset = transform.position - g.transform.position;
			Vector3 force = offset / offset.sqrMagnitude * rigidbody2D.mass;
			g.rigidbody2D.AddForce(force );
			Quaternion rotation = Quaternion.LookRotation(transform.position - g.transform.position, g.transform.TransformDirection(Vector3.forward));
			g.transform.rotation = new Quaternion(0, 0, rotation.z, rotation.w);

		}
	}
	void OnTriggerEnter2D(Collider2D c)
	{
		if (c.GetComponent<Rigidbody2D>() != null) goList.Add(c.gameObject);
	}
	void OnTriggerExit2D(Collider2D c)
	{
		if (c.GetComponent<Rigidbody2D>() != null) goList.Remove(c.gameObject);
	}
}

if this post is wrong forgive me please.
Thanks for reading, Francisco.

Regarding perlin noise, you can make perlin noise periodic, so that it will ‘wrap’ around on itself seamlessly, see the “pnoise” methods here:

http://staffwww.itn.liu.se/~stegu/aqsis/aqsis-newnoise/noise1234.cpp

Or you could use regular 2d perlin noise along the perimeter of a circle and map that into a 1 dimensional array. I do something similar going from 3d perlin noise to a 2d texture array here: http://forum.unity3d.com/threads/226178-Sol-Escape-procedural-planet-code-samples-and-screens

Thanks for the answer jack, The perlin in the way im doing it, its actually working and with that random seed kinda works.
In the image you can see that works also for the sides.

My problem with perlin is that i would like to have some random heights distributed around the circle and then use the perlin noise to make interpolation (am i missing something?).

Also i can’t figure out a way to make a structure that will hold all the terrain info without consuming too much gpu.

also How i would make caves once that i have a correct heightmap.

You could probably do something like create a list of points that are your random heights.

Start with straight lines between each random height. Then use the perlin noise to raise or lower each point along the line.

Reading into perlin noise function description, i think maybe i don’t need the perlin function at all, wouldn’t be easier to set differents heights around random points in the sphere and them make transitions? maybe with lerp?

Yeah lerp would give you straight lines between the points.

You could use perlin noise to produce randomly wiggly lines between the points.

You could even use a combination

you know, i think that the perlin noise is not the main issue now, do you know a propper way to do some kind of occlusion culling on the not visible parts?. I thought i can create an X amount of instance of each block that may be visible on the screen, EX: 200 of each type of tile, and the issue is When do i place them?.
Could it be when the player hit determinate “Zone” (huge Box Collider as trigger)
or maybe with raycasting (or linecasting)?