Marching Cubes
In this series we will be creating a procedurally generated world that can be terraformed. For this we will use the marching cubes algorithm, Unity3D and compute shaders (HLSL).
To properly follow along to this series, I expect you to have a basic understanding of meshes, Unity and C#. An introduction to compute shaders can be found here.
Used:
- Unity3D (2019.4.19f1)