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Demonstration of various algorithms for procedural generation of spatial infinite landscapes.
C++ CMake GLSL
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README.md

litlanes

Demonstration of various algorithms for procedural generation of spatial infinite landscapes. Focuses on showing the basic differences of Perlin Noise/fBm, Ridged-Multifractal Noise, Billow Noise and Random Noise and how factors like frequency or lacunarity influence the outcome.

Screenshot

Dependencies

  • C++11-compatible compiler
  • CMake
  • OpenGL 3.3-compatible graphics card
  • Runs on Linux. Should run on Windows, but not tested

Build and run instructions

Build with cd build && cmake .. && make

Run with cd bin && ./litlanes

Todo

  • resizable window
  • better handling of algorithm options
  • show wireframe in solid color
  • remove code repetition in buffer setup
  • add option for number and size of rendered tiles
  • implement level of detail using Quadtrees (see Ulrich paper)
  • basic textures/color models
  • basic implementation of rivers
  • skybox / fog
  • basic animation of sea
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