Terrain generator

Опубликовано: 14 Апрель 2026
на канале: Velryphon
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Here is the project I was working on since my last video. Terrain generator was the first OpenGL program I wrote while in school back in 2004, so I came back to it for a more advanced result. There is no shader. I tried to keep it as simple as possible.
Noise is based on fractal, since different layers of different resolution (2, 4, 8, 16...) are blended together, with a bicubic interpolation. Texturing is possible according to 3 different data : height, slope and cavity.
The sky box is really, really basic, I initially planned to implement cloud rendering with 2d illumination (like normal mapping but at CPU level), but finally I didn't since I had to figure out a really simple and elegant way to cast cloud layer to horizon, way that I did not find of course ^^.
Erosion method is based on thermal erosion, you can easily find papers on it.
Shadow casting is based on shadow volumes.

In this demo you can also see the latest version of my GUI.

I'm currently thinking about making up a cute website about my projects : music, programming, photography...and to release all my 4 advanced programs (fluid, fractal, cosmos, terrain), as well as source code, or at least the main classes. I just have to find time to get involved in webdesign.

And as always, I want to make a 3D SPH simulator lol. Implementing SPH from 2D to 3D is a mere formality, but it's still the editing GUI that keeps me worried...but I have ideas ^^.