Procedural Terrain Generation

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Exploring the concept of procedural mesh generation and texturing at run-time using various methods of noise generation on the GPU.

This is performed by layering multiple octaves of psuedo-randomly generated Perlin Noise using an initial seed offset value.

The current build comes complete with automatic mesh LOD scaling in order to reduce the rendering cost of distanced chunks at minimal effect to the player’s experience.

Future plans include making the terrain deformable, more geometrically realistic and less repetitive.