Hello guys i am trying to create sphere grid do you know some good tutorial on it?
Currently i am using generator i made for circle grid but thats only work in 2d.I want similar thing but for 3d but cant fgure out how to do it.
Circle grid is this.Thanks for any tips you can give me
float radiusSquared = gridRadius * gridRadius;
for (float x = -gridRadius ; x <= gridRadius - 1; ++x)
{
for (float y = -gridRadius; y <= gridRadius - 1; ++y)
{
if (new Vector2(x, y).sqrMagnitude <= radiusSquared)
{
int randomObject = RandomNumber(1, 100);
if (randomObject >= 0 && randomObject <= 10)
{
saveSoilPosition = new float[4];
saveSoilPosition[0] = x;
saveSoilPosition[1] = y;
saveSoilPosition[2] = 0;
saveSoilPosition[3] = 0;
saveList.Add(new positionOBject { mineralPosition = saveSoilPosition });
soilCountList.Add(1);
soilCountList.Add(1);
} //Soil
if (randomObject >= 11 && randomObject <= 84)
{
saveIronPosition = new float[4];
saveIronPosition[0] = x;
saveIronPosition[1] = y;
saveIronPosition[2] = 0;
saveIronPosition[3] = 1;
saveList.Add(new positionOBject { mineralPosition = saveIronPosition });
ironCountList.Add(1);
}//Iron
if (randomObject >= 85 && randomObject <= 94)
{
saveSilverPosition = new float[4];
saveSilverPosition[0] = x;
saveSilverPosition[1] = y;
saveSilverPosition[2] = 0;
saveSilverPosition[3] = 2;
saveList.Add(new positionOBject { mineralPosition = saveSilverPosition });
silverCountList.Add(1);
}//Silver
if (randomObject >= 95 && randomObject <= 97)
{
saveGoldPosition = new float[4];
saveGoldPosition[0] = x;
saveGoldPosition[1] = y;
saveGoldPosition[2] = 0;
saveGoldPosition[3] = 3;
saveList.Add(new positionOBject { mineralPosition = saveGoldPosition });
goldCountList.Add(1);
}//Gold
if (randomObject >= 98 && randomObject <= 100)
{
saveDiamondsPosition = new float[4];
saveDiamondsPosition[0] = x;
saveDiamondsPosition[1] = y;
saveDiamondsPosition[2] = 0;
saveDiamondsPosition[3] = 4;
saveList.Add(new positionOBject { mineralPosition = saveDiamondsPosition });
diamondCountList.Add(1);
}//Diamonds
allMaterialsList.Add(1);
}
}
}