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Procedural terrain generation - the beginning

andreabuzzelli

This was one of the first steps in my procedural terrain generation adventure. A simple 3D grid with vertices displaced on the Y axis (vertical direction) according to the value of a 2D Perlin noise function. These experiments started after I saw a very inspiring video series by Sebastian Lague on YoutTube about procedural terrain generation inside Unity. So I tried to do something similar in C++ and OpenGL.


 
 
 

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