{"id":20619020,"url":"https://github.com/tessapower/3d-terrain","last_synced_at":"2026-04-24T12:33:01.751Z","repository":{"id":210128788,"uuid":"725317229","full_name":"tessapower/3d-terrain","owner":"tessapower","description":"3D terrain simulation built with C++, GLSL, OpenGL and ImGui. 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align=\"center\"\u003e\n\n| Real-Time Mesh Editing |\n|:---:|\n| ![terrain-editing](https://github.com/user-attachments/assets/5a9a353c-fbb8-4825-abf9-dbdc9e239025) |\n\n| Perlin Noise Terrain Generation |\n|:---:|\n| ![terrain-generation](https://github.com/user-attachments/assets/48bcc307-e780-49d1-abf5-2cdf6ddafba1) |\n\n| Mesh Simplification using Varying Voxel Resolutions |\n|:---:|\n| ![standford-bunny-voxel](https://github.com/user-attachments/assets/4430cf54-a253-4f05-a04b-be7570e8add0) |\n\n\u003c/div\u003e\n\n\nTechnical aspects of this implementation include:\n\n- Terrain mesh generation using Perlin Noise with varying Level of Detail (L.O.D)\n- Procedurally generated trees that flow with the terrain as it is edited.\n- Procedurally generated clouds using the Marching Cubes algorithm and Perlin Noise.\n- Mesh simplification with varying voxel resolutions.\n- Ability to edit the terrain mesh by raising or excavating certain areas.\n- The terrain displays different textures depending on the height of the mesh at any given point.\n- Interactive flying camera that lets the user move around the scene.\n\n## Prerequisites\n\n- OpenGL v3.3\n- CMake\n- C++11 compiler\n\nThe recommended way to build this project is using CMake, so the best structure for the project files is create a dedicated `build` directory in the root of the project.\n\n```bash\ngit clone https://github.com/tessapower/3d-terrain.git\ncd 3d-terrain\nmkdir build\ncd build\n# Replace \"Visual Studio XX\" with your preferred IDE and version\ncmake -G \"Visual Studio XX\" ..\\\n```\n\nAfter following the above instructions, the directory structure will look like this:\n\n### Project Structure\n\n```bash\n3d-terrain\n├───build\n│   ├───bin # Executable directory\n│   ├───CMakeFiles\n│   ├───ext\n│   ├───res\n│   ├───src\n│   └───x64\n├───ext           # External libraries, included for simplicity\n├───res           # Asset/Texture files \u0026 a self-contained project for shaders\n│   ├───assets\n│   ├───shaders\n│   └───textures\n└───src\n    ├───cgra      # CGRA350 Framework source code\n    ├───clouds    # Cloud model source code\n    ├───mesh      # Code related to editing or simplifying a mesh\n    ├───terrain   # Terrain model source code\n    ├───trees     # Procedurally generated trees source code\n    └───utils     # Utility classes used throughout the project\n```\n\n## Interacting with the Program\n\n### Keyboard/Mouse Controls\n\n| Key | Action |\n|:---:|:------:|\n| W   | Zoom In (Forwards) |\n| S   | Zoom Out (Backwards) |\n| A   | Pan Left |\n| D   | Pan Right |\n| Middle Mouse Click + Hold | Rotate camera |\n\n### GUI Controls\n\n#### Voxel Settings\n\n| Control | Description |\n|:-------:|:-----------:|\n| Voxel Size | Changes the amount of points sampled of the original mesh |\n| IsoLevel | How far away from the mesh a voxel point must be for it to be considered \"solid\" |\n| Smooth Normals | Toggles Smoothed Normals on/off |\n| Debugging (Menu) | Allows for visualisation of different steps in the simplification process of the Bunny |\n| Cloud Threshold | The threshold the noise value needs to pass to become a solid cloud |\n| Cloud Fade out | The distance from the edge of the voxel grid that the cloud starts to fade out on the Y axis to prevent hard edges |\n\n#### Mesh Editing and Terrain\n\n| Control | Description |\n|:-------:|:-----------:|\n| Radius | Changes Radius of terrain manipulation |\n| Strength | Changes Strength of terrain manipulation |\n| Grass/Mud Height | Changes at what height the Grass/Mud Textures will appear |\n| Mud/Rocks Height | Changes at what height the Mud/Rocks Textures will appear |\n| Heightmap Scale | Changes intensity of heightmap |\n| Normal Map | Toggles on or off the normal map |\n| Raise/Excavate | Switches Mode to either Raise or Excavate Terrain |\n| Deform | Raises or Excavates the currently selected terrain |\n| Octaves | Number of times the noise values are iterated over |\n| Lacunarity | Affects the frequency of the noise |\n| Persistence | Affects the amplitude of the noise |\n| Height | Scales the height of the heightmap |\n| Repeats | Determines how many \"tiles\" the heightmap can repeat for |\n| Seed | Allows the permutation map to become seeded for deterministic randomness |\n| Perlin/Flat | Switches Mode to generate either flat or Perlin based Terrain |\n| Recreate Terrain | Regenerates Terrain with new values |\n\n#### Tree Settings\n\n| Control | Description |\n|:-------:|:-----------:|\n| Spooky Mode | Toggles showing tree foliage |\n| New Tree | Generates a new base tree |\n| Print Tree | Prints a list to stdout of every branch in the tree and the information about that branch 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