Procedural Landmass Generation is a technique used to create different shaped islands and worlds for strategy games with high efficiency. Hand designing the basic geography of landmasses for games where details of the land does not matter much is a waste of resources. So using PLG a geographically accurate landmass can be created with the ability to change according to preferance by changing some parameters. In this project Perlin Noise is used as the basic algorithm to develop the patterns of landmass. Perlin Noise is an algorithm wich generates a pixel map of Gradient Noise which is not totaly random but has random sets of areas where noise intensity changes gradually. In Random-Island-Generator a region coloured 2d map and a 3d mesh of the land mass is generated thorugh perlin noise. Futhermore trees and other objects are also placed randomly on correct regions according to preferance.
Random Atolls are generated by seed value change
Following parameters can be adjusted in the Random-Island-Generator to change the criterias of the map being rendered.
generate objects in the inspecter
region selector in the inspector and colour map
Region colours section is relevent to the colour map. All the area in between the indicated height and the previous height level will be coloured in that particular colour. blend colours option will mix the colour with previous region's colour.