how do i approach making a 3d tiled world with varied heights

I want to make something like that in the attached screenshot, just the world/terrain.

If it would be a more realistic non tiled world, then most likely i would go into heightmaps. But here, how do i even approach this? Maybe also heightmaps, but map divided in tiles of, but then how do i make them transition from one to another? And then how to make world tiles align with tiles when i click on them in world to build something for example.

Can i make each tile a separate 3d model/prefab and construct the map out of them? If there would be 10k of such objects, how will it affect performance?

Please point me into a direction i could study.

Play Maple Story 2, it’s free and it uses that design to perfection in my opinion.
Free on steam.

It is not a game design question. Usually I don’t answer misplaced questions because it encourages the laziness you have shown here to find the proper topic for your questions, but I’m a great fan of Catlike coding, and his tutorial about the subject is very valuable: https://catlikecoding.com/unity/tutorials/hex-map/part-1/
It’s about hex-tiling per default, but you can adapt to any tiling you want, you can dismantle it and pick out only the relevant techniques you need.

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Unrelated to OP but if you like hexs… hexes? hexies? hexagons, this is an awesome source for building an API

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Oh, Amit Patel is a smaller god of mine. He stated on his website that he may be open to chat in person in the Palo Alto/San Jose area. I never had the nerve to contact him. Although I may will and offer one of my arms in exchange if he mentors me. I do not know what he would do with a human arm though.

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Thank you for your reply and sorry for misplacing the thread.