Procedural Terrain Generation

Опубликовано: 13 Июль 2026
на канале: vexal
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This video shows a fast run through of my procedurally generated world. This is written in C++ using Direct3D11. It utilizes the algorithm Simplex Noise.

http://vexal.us/Projects/TerrainGener... Link to full writeup.

The terrain is generated on a separate thread, with an arbitrary number of threads. The terrain is essentially infinite, limited by the memory of the computer. Far away cells are unloaded and replaced with very low resolution cells.