https://github.com/zak-grumbles/terrain-gen
Procedural Terrain Generation using the Marching Cubes Algorithm, OpenGL, and C++
https://github.com/zak-grumbles/terrain-gen
graphics noise procedural-generation terrain-editor terrain-generation terrain-generator
Last synced: 11 months ago
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Procedural Terrain Generation using the Marching Cubes Algorithm, OpenGL, and C++
- Host: GitHub
- URL: https://github.com/zak-grumbles/terrain-gen
- Owner: zak-grumbles
- License: gpl-3.0
- Created: 2016-04-19T23:03:30.000Z (over 10 years ago)
- Default Branch: main
- Last Pushed: 2023-12-08T19:12:52.000Z (over 2 years ago)
- Last Synced: 2025-06-26T23:18:19.977Z (about 1 year ago)
- Topics: graphics, noise, procedural-generation, terrain-editor, terrain-generation, terrain-generator
- Language: C++
- Homepage:
- Size: 6.79 MB
- Stars: 3
- Watchers: 2
- Forks: 2
- Open Issues: 0
-
Metadata Files:
- Readme: README.md
- License: LICENSE.md
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README
# terrain-gen
Procedural terrain generation using the Marching Cubes Algorith, OpenGL, and C++
UI built using [QT](https://www.qt.io/)
## About
This started more years ago than I'd like to admit as a final project for my graphics class. The original version
[(v1.0)](https://github.com/zak-grumbles/terrain-gen/releases/tag/v1.0) was implemented using immediate mode OpenGL
and without shaders. This version has been re-implemented in the QT framework using shaders and more modern OpenGL.
The generation at this point is still single-threaded, so increasing your grid size will cause huge increases in
generation time. There are plans to make this _much_ faster in the future.
## Screenshots

## Libraries Used
- [FastNoiseLite](https://github.com/Auburn/FastNoiseLite)
- [GLM](https://github.com/g-truc/glm)