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Unity mesh generation: vertices, triangles, winding

This is the first blogpost in a planned series dealing with procedurally generated terrain in Unity. I am gearing up to a project that will use terrain in a reactive and interactive way. I have only limited experience with Unity and am starting from scratch with procedurally generated terrain. As such I thought it would be interesting to share my progress as we go along as a sort of tutorial series in an attempt to solidify the concepts for myself. This first entry is all about vertices, triangles, and winding. So let’s get started…


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