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View Code? Open in Web Editor NEWProcedural generation library for Unity
Home Page: https://assetstore.unity.com/packages/tools/utilities/procedural-toolkit-16508
License: MIT License
Procedural generation library for Unity
Home Page: https://assetstore.unity.com/packages/tools/utilities/procedural-toolkit-16508
License: MIT License
Create the following methods and appropriate overloads for DebugE, GizmosE and GLE:
WirePolygon(List<Vector3>)
WirePolygonXY(List<Vector2>)
WirePolygonXZ(List<Vector2>)
WirePolygonYZ(List<Vector2>)
Add missing Geometry algorithms
Add missing Geometry algorithms
Add missing Geometry algorithms
Add missing Geometry algorithms
Add missing Geometry algorithms
Add missing Geometry algorithms
Add missing Geometry algorithms
Add missing Geometry algorithms
Create the following methods and appropriate overloads for DebugE, GizmosE and GLE:
WirePolyline(List<Vector3>)
WirePolylineXY(List<Vector2>)
WirePolylineXZ(List<Vector2>)
WirePolylineYZ(List<Vector2>)
Add missing Geometry algorithms
Add missing Geometry algorithms
Both lowerRingUV and upperRingUV are empty:
ProceduralToolkit/Scripts/MeshDraftPrimitives.cs
Lines 510 to 530 in 70e7503
where is located the terrain Mesh in the terrain example
I noticed MeshPrimitives.Sphere and MeshPrimitives.FlatSphere use the longitudeSegments parameter twice and ignore the latitudeSegments parameter. I assume this isn't the intended usage.
Hi Syomus,
Thank you for such a great Unity tool. I was hoping that you could explain how to save the objects that I have generated in ProceduralToolkit so I can use them in any scene.
Thanks in advance for your response.
Cheers - Chapmania
Experimenting with the low poly terrain example, I've added a mesh collider to the "TerrainGenerator" object, as well as a test player to the scene. It appears that the mesh collider is doing something, in that my player isn't falling infinitely, but it's clear that the mesh collider doesn't match the actual rendered "terrain" - my player is essentially up its head, as I walk around the terrain does vary in height, but I soon fall through.
I hoped you might have an idea what could be causing this before I go digging in and debugging.
The building generator is producing lots of noise as can be seen in the image below.
Building generator is creating correct size buildings but they are not neatly rendered.
Behaviour as seen at http://syomus.com/ProceduralToolkit/Buildings is the goal
Depending on whether I find something else suitable I may be willing to try to debug this. However, I'm no Unity expert and have not looked at the code here yet. Any pointers as to what might be wrong will help me (or someone else) should I decide to take a look.
Add missing Geometry algorithms
One thing that might help people who want to use the toolkit is if you explicitly include an open-source license, such as the MIT license. That way, most of the legal questions people might have are already covered, and people will hopefully feel more confident about submitting code to be included.
(If you haven't checked it out before http://choosealicense.com/ is useful.)
Hello,
i just download procedural tool kit, i have to make a group of fishs, they must avoid predators.
I wan't to use boids for that i started to check your boids exemples, how can i introduce predators for the group of objects. I really don't know where to start.
Thanks you
Add missing Geometry algorithms
https://github.com/Syomus/ProceduralToolkit/wiki/Geometry-algorithms
http://www.realtimerendering.com/intersections.html
D - Distance
C - Closest point(s)
I - Intersection
2D | Line | Ray | Segment | Circle2 |
Point | D, C, I | D, C, I | D, C, I | D, C, I |
Line | D, C, I | D, C, I | D, C, I | D, C, I |
Ray | D, C, I | D, C, I | D, C, I | |
Segment | D, C, I | D, C, I | ||
Circle2 | D, C, I |
3D | Line | Ray | Segment | Sphere | Circle3 |
Point | D, C, I | D, C, I | D, C, I | D, C, I | - |
Line | I | - | - | D, C, I | - |
Ray | - | - | D, C, I | - | |
Segment | - | D, C, I | - | ||
Sphere | D, C, I | - | |||
Circle3 | - |
Add missing Geometry algorithms
All other primitives have a more or less sensible uvmap, Dodecahedron should have one too. Also, it will have to be constructed in some other way, AddFlatTriangleBand is not very convenient in this case.
ProceduralToolkit/Scripts/MeshDraftPrimitives.cs
Lines 118 to 148 in ff54823
Add missing Geometry algorithms
Create the following methods and appropriate overloads for DebugE, GizmosE and GLE:
WireCircleSectorXY(Vector3 position, float radius)
WireCircleSectorXY(Vector3 position, Quaternion rotation, float radius)
WireCircleSectorXZ(Vector3 position, float radius)
WireCircleSectorXZ(Vector3 position, Quaternion rotation, float radius)
WireCircleSectorYZ(Vector3 position, float radius)
WireCircleSectorYZ(Vector3 position, Quaternion rotation, float radius)
Add missing Geometry algorithms
Easing example doesn't work in the current WebGL build.
Note: Creation of internal variant of shader 'Procedural Toolkit/Examples/Easing' failed.
WARNING: Shader
Unsupported: 'Procedural Toolkit/Examples/Easing' - Pass '' has no vertex shader
Hi there,
your toolkit looks really good. I'm actually struggling trying to find a way to procedural generate a 3d low poly terrain for a game I'm developing. I'm new to all these concepts and I would appreciate a guide/direction/tutorial from you on how to integrate the script with Unity3D. Do i need to attach the script to a 'terrain' object in Unity? I need to generate a new terrain every time the game starts a place prefabs on it. Unfortunately there is no too much documentation.
I would appreciate any help. Thanks!
Also need to test real max values.
Relevant links:
https://docs.unity3d.com/ScriptReference/Rendering.IndexFormat.html
https://docs.unity3d.com/ScriptReference/Mesh-indexFormat.html
Similar to Circle2.GetPoint:
ProceduralToolkit/Scripts/Geometry/Circle2.cs
Lines 27 to 33 in 806331d
In the version history for v0.1.1, it says "improved documentation", but I can't find the documentation anywhere. Is it still available?
Thank you!
Add missing Geometry algorithms
Add missing Geometry algorithms
Add missing Geometry algorithms
Similar to Circle2.Contains:
ProceduralToolkit/Scripts/Geometry/Circle2.cs
Lines 35 to 38 in 806331d
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