Everything in this scene is created with gradient noise - the terrain layers are generated with Simplex noise on the CPU and the clouds and water are generated with a HLSL implementation of Simplex noise on the GPU.
There is 3 layers of terrain noise:
Terrain 1: Billow Noise for grasslands
Terrain 2: Ridged Fractal Noise for mouintains
Terrain Combinator: Perlin Noise for masking Terrain 1 and 2
The clouds and water are also configurable in the drop down menu.
The camera control is a little wonky sometimes, but note that this project was for a course in Computer Graphics with limited deadline.
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