I want to generate a procedural terrain in a 2D game, and I’m thinking that this can be achieved with a meshFilter component. Think worms, scorched earth, desert golfing, etc.
I’m not interested in generating the shape of the level in itself, but generating the mesh (vertices and triangles) from an already existing and known outline for the terrain, as a set of coordinates. Either if there is a builtin way of doing this or some pointers to existing algorithms to achieve what I want.
Maybe a mesh is not the right way, I’d like to hear what’s a better way of achieving this in that case.