本课程教你从零构建程序化六边形星球引擎,结合Blender与Unity,利用C#和3D噪声生成地形、生物群落及程序化散布,模块化设计,适用于4X策略与探索游戏,含性能优化方案。

原始标题:Build a Hex-Based Planet Generator Engine in Unity & Blender

Build a Hex-Based Planet Generator Engine in Unity & Blender

本课程/项目致力于从零开始构建一个高扩展性的程序化球形六边形星球生成引擎。它打破了传统2D平面的限制,通过 Blender 建立精细的几何球体(Dual Mesh)基础,并在 Unity 2022+ 环境下利用 C# 与 3D 噪声算法 将其重构为完全独立且可控的六边形/五边形网格单元。核心内容涵盖了基于高度与湿度双参数的自然大陆架及多维生物群落(Biome)生成、基于规则的植被与建筑程序化散布,以及独立战术网格轮廓线的动态渲染。整个框架采用模块化与“数据与表现分离”的设计理念,不仅提供了一套包含自动化开发辅助脚本的完整工作流,更深入探讨了利用 GPU Instancing 等技术的性能优化方案,旨在为独立开发者打造一个可直接应用于 4X 策略、星际探索或生存建造类游戏的工业级、无限可变的世界生成底层核心

Published 8/2026
MP4 | Video: h264, 1920×1080 | Audio: AAC, 44.1 KHz, 2 Ch
Language: English | Duration: 5h 30m | Size: 3.88 GB

Build a reusable procedural world generation framework for hex-based planets using Unity, Blender, and C#.

What you’ll learn
Build a reusable hex-based planet generation engine from scratch.
Generate procedural terrain, biomes, and organic land masses.
Create spherical hex worlds using Unity and Blender.
Design modular world generation systems that are easy to extend.
Populate worlds with procedural assets such as forests, mountains, and structures.
Optimize your planet generator for performance and scalability.
Build a reusable framework for generating an unlimited variety of hex-based planets.

Requirements
Basic knowledge of Unity and C#
Basic familiarity with the Unity Editor
Blender experience is helpful but every modeling step is demonstrated
Unity 2022 LTS or newer installed
Blender 4.x installed

Description
Have you ever wanted to build your own procedural planet generator instead of relying on third-party assets or expensive plugins? In this course, you’ll build a complete hex-based planet generation engine from the ground up using Unity, Blender, and C#.

Rather than focusing on a single procedural effect, we’ll build the project one system at a time. Every major feature is developed step by step, explaining not only how it works, but also why it was designed that way. By the end of the course, you’ll have a reusable foundation that you can continue expanding into your own games and projects.

We’ll begin by creating a spherical hex-based planet mesh in Blender before bringing it into Unity, where we’ll transform it into a fully procedural world. Along the way you’ll separate individual polygon cells, generate continents and islands, build modular terrain generation systems, procedurally place environmental assets, and create polygon outlines that can be shown or hidden independently from the terrain.

You’ll also learn practical development techniques that go beyond procedural generation itself. Throughout the course we’ll write temporary helper scripts that automate repetitive tasks such as wiring together thousands of object references, building data structures, preparing scene hierarchies, and configuring the project inside the Unity Editor. These workflows allow expensive setup operations to be performed once during development instead of every time the game starts.

Rather than hardcoding generation logic, you’ll build reusable systems that make it easy to add new terrain types, regions, assets, and gameplay features in the future. You’ll also learn how Blender and Unity work together as part of a streamlined workflow for creating and maintaining procedural content.

By the end of this course, you won’t simply have a planet generator. You’ll have a reusable procedural world generation framework that can serve as the foundation for strategy games, city builders, simulation games, survival games, or any project requiring procedurally generated hex-based worlds.

Whether you’re an indie game developer looking to build your own engine or a Unity programmer wanting to deepen your understanding of procedural generation, this course will provide practical techniques and workflows that you can immediately apply to your own projects.

Who this course is for
Unity developers interested in procedural generation
Indie game developers building strategy or simulation games
Programmers wanting to learn reusable world generation techniques
Developers interested in integrating Blender into a Unity workflow

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