Procedural examples beyond the example project

Does anyone have any links to examples, or blogs/videos, or anything really about generating procedural content? I have dissected the example project on the Unity site, and I’d love to look at more to try and get a better grasp of methods. Google has brought me minimal results, especially in terms of procedural mesh generation.

Thanks.

Do you mean this sort of stuff?

General procedural mesh generation (that makes any sense and has a use, not meaningless vertex blobs) is a pretty complex thing, you can do whole Phds in this field …

Sure you talk about procedural mesh generation and not just random assembling predefined objects (random level generator alike) with works with path network algorithms and other things?

Yeah, I mean procedural mesh generation and modifying. I’ve found a couple really great articles like this one, and I’m wondering if anyone knows of similar type examples, blogs, random musings or rants on the subject, specific to Unity. Not looking for any real hand holding, I learn much better from example and dissection. The procedural example project is great, and I’d love more examples like that to study.

thats no procedural mesh in an real sense though, thats a basic geometric body for which math formulas exist and where the triangulation is trivial …

I’m not aware of many examples of this kind because there are only 11 trivial bodies like this (if I recall right, might be even less) in the mathematic world, for those (ikosaeder etc) you best consult a math blog or page, I’m sure the wikipedia will have something on it too.

But for real procedural meshes you basically need a Bsc to Master in Computer Science with focus on computer graphics (or equivalent knowledge from wheverever else) to even understand the algorithms behind it as triangulation of the ‘desired points’ already is extremely complex and the problem of where you would optimally want those points is even worse. There is a reason why applications like ZBrush and 3D Coat cost that much and they are on the ‘simpler side’ already with meta objects. (metaball etc)

A starting point to get a feel for such things would likely be procedural terrain generation as well as reading articles on polygon reduction as thats a ‘simpler form of procedural mesh’
Also depending on what you want, reading up on voxels and metaball / meta object stuff can be a good idea too ( Metaballs - Wikipedia as a start point)

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