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Procedural Landscape Generation

Procedural Methods University Project

This project focuses on creating a landscape using a series of different techniques in procedural generation within a DirectX11 framework that we were given. The techniques that this project uses are the following:


 

  • Waves using superimposing wave equations

  • Wave equations for terrain generation

  • Perlin noise with three octaves for terrain generation

  • Worley noise for terrain generation

  • Voronoi diagrams to section off the terrain and randomise wether Perlin noise or Worley noise is used to generate each section

  • Fault lines

  • Procedural texture generation using Perlin noise for the grass, rocks and sand in the terrain. The colour of the textures can be changed in real-time.

There are some improvements that I would make to this project in the future such as adding the ability to export the final heightmap as a png image so that it can be imported into engines. This way the program could be used as a map generation tool. I would also add fractals to the terrain and expand the Voronoi system that the program has to add the ability of sectioning off the terrain into different biomes.


 

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