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-1

You must to divide your whole world into parts, and check is each of them is close/further from your position. It gives you priorities how frequently you should update your map part. Because there are some algorithms which allow to optimise such updates.


-1

Most of the stuff in GPU Gems is shader stuff. The code you are trying to replicate in C# is ShaderLab, which Unity also uses for shaders. In other words, the lines of code would be the same and would be part of a custom shader that you would apply.


2

I have fixed this problem through the following method. First, while generating noise values, I kept track of the minimum and maximum values. Second, when storing the noise values into my array, I normalized the data: (value - min)/(max - min). This way, all my values are between 0 and 1, but are better distributed. The equation maps the minimum value to (...



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