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Procedural Terrain Generation Methods

This project was developed for PCG university course.

All the algorithms are based on PCG Book.

Implemented algorithms

  1. Bilinear interpolation
  2. Gradient based random terrain

Running the program generates two png files: heightmap_1.png, heightmap_2.png. The first file represents the heightmap created with bilinear interpolation, the second - with gradient interpolation.

To create the actual terrain I used Photoshop to convert .png to .raw and then put the file into Unity as a terrain heightmap.