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Minor Edit: I made an assumption here that you are looking to do your physics simulation / collision detection on the resulting mesh that you have generated rather than on say ... your point cloud (voxel) data (another assumption made that you are using voxels too) as this is the normal scenario. Such collision detection on voxels would be problematic at ...


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It depends if you are walking on it or flying over it. i.e. collision frequency. also it depends if your cubes are squares like minecraft, which makes it easy. You have to make some kind of mesh collider, or some triangles around the point of collision. Normally your program should have a way of making a mesh collider. For advanced coders, and specific ...


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You can also set a target height to move towards, with smaller target height variations in between. Then you can have a sort of rolling hills effect where stuff still gets generally higher or lower as desired. This is a great use case for recursion where you can tweak the parameters of each step to get different spacings.


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You can still use Perlin noise. You simply need to constrain the random value to three values. Depending on how you're generating the noise, you'll get a value between -1 and 1, or 0 and 1. Whatever you have, just divide it by three, and place your tiles based on that. float range = Perlin.max - Perlin.min float value = Perlin.GetValue(xCoord) if(value ...



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