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MarchingWorld

A Unity terrain generation system built on Marching Cubes — producing smooth, fully dynamic landscapes with organic caves, hills, and seamless terrain transitions. Designed for games and simulations where hand-crafted terrain is not feasible.

Screenshots coming soon

What it does

Marching Cubes terrain generation

Generates mesh geometry directly from a voxel density field using the Marching Cubes algorithm — producing smooth surfaces from arbitrary 3D data with no polygon seams.

Organic landscapes — caves, hills & transitions

Supports concave geometry and overhangs that heightmap-based terrain cannot represent. Caves tunnel naturally through hills; terrain blends continuously at region borders.

Dynamic procedural editing

Modify the voxel field at runtime — dig holes, raise terrain, sculpt caves — and the mesh regenerates on the fly. Supports streaming chunk updates to keep physics and rendering in sync.

Games & simulation ready

Designed for real-time use inside Unity — compatible with the physics system, supports LOD, and is optimized for render pipelines including URP and HDRP.

MarchingWorld is in active development. A planned future update will migrate the underlying algorithm from Marching Cubes to Dual Contouring, combined with a VoxelStitching pass — producing sharper feature edges and better handling of thin structures while retaining the smooth-terrain advantages of the current implementation.