This project explores three different approaches to procedural terrain generation, each suited for different applications and visual styles.
Use Case: Top-down map-like terrain generation
Algorithm: Cellular automata for organic cave systems
Output: Cave-like structures with natural-looking passages and chambers
Use Case: 2D side-scrolling terrain generation
Algorithm: Modified midpoint displacement with parallax effects
Output: Layered mountain silhouettes suitable for game backgrounds
Use Case: 3D terrain generation
Algorithm: Perlin noise-based height map generation with endless scrolling
Output: Realistic 3D landscapes with mountains, valleys, and water features
- 2D Terrain: Enhanced midpoint displacement algorithm to create parallax effects commonly seen in games
- 3D Terrain: Implemented endless scrolling functionality for continuous terrain exploration
The basic implementation concepts were adapted from CMU's Terrain Generation Guide, with significant creative modifications and enhancements.
- Worley Noise: Explore alternative noise implementations for different terrain characteristics
- Height Map Variations: Compare different height map generation techniques and their visual effects
- Dimensional Conversion: Adapt cellular automata cave generation for 2D and 3D applications
- Algorithm Combinations: Explore hybrid approaches combining multiple generation techniques
The possibilities for procedural terrain generation are endless, with each technique offering unique advantages for different applications and aesthetic goals.


