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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: 4 months ago
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Procedural Terrain Generation using the Marching Cubes Algorithm, OpenGL, and C++

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# 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

![screenshot](screenshots/generated.PNG)

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