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Hacker News Comments on
Procedural Terrain Generation with Unity

Udemy · Penny de Byl · 1 HN comments

HN Academy has aggregated all Hacker News stories and comments that mention Udemy's "Procedural Terrain Generation with Unity" from Penny de Byl.
Course Description

Programming realistic environments with C# through the algorithmic manipulation of mesh and vegetation data.

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This course is offered by Penny de Byl on the Udemy platform.
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Hacker News Stories and Comments

All the comments and stories posted to Hacker News that reference this url.
Playing with terrain generation can be a very fun topic to explore even if you aren’t a gamedev (yet).

Unity’s terrain system is a toy compared to Unreal, but that also means it’s easier to hack around in. I’d recommend this basic course for an intro to it:

https://www.udemy.com/course/procedural-terrain-generation-w...

41209
It's not a toy if you use Gaia + HDRP.

Unity doesn't have as much built in, but the asset store is miles ahead of Unreal's. You can build almost any game you can imagine ( within reason, MMOs are hard) fairly quickly. I am biased since I find C# to be much much easier than C++ and I don't like visual scripting.

hesdeadjim
You can build any prototype you can think of quickly, but when taking the game across the finish line I’ve found myself many times pining for some of the mature tooling Unreal offers in the art, character, and netcode areas.

The asset store can be great in general, but it’s rare I’ve used an asset that I didn’t have to modify heavily. I don’t mind that, but code quality varies greatly and sometimes you end up in a spot where you have to go write your own solution anyways for a production project. Art resources are also great for a prototype, but if you want a unique look and feel you’ll still end up needing significant art investment. There’s no free lunch.

All that said, I’d quit gamedev before working in Unreal. It’s great for an artist or a designer, but it’s hell on earth for an engineer. C++ and blueprint spaghetti, no thanks. I can’t tell you how many Unreal devs I’ve interviewed who have expressed this exact sentiment.

41209
>C++ and blueprint spaghetti, no thanks

Exactly.

I enjoy writing my own small tools and slightly modifying some assets. I do hate that much of my current game is a black box since I don't know exactly how the asset actually works.

But I have fun working with Unity, Unreal always felt very hostile for some reason. Still can't get the C++ complier to work.

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