A downloadable software

Video Preview & Explanation:



Emil-Harvey/Proc_Terrain_Base: Procedural Terrain, Geography Simulation (github.com)

About

A side-project I began working on in 2021, as a way of learning about graphics shaders, directX11, earth's geography, and procedural generation. Fly around and explore an endless custom world.

Dynamic terrain scaling, from hills to mountains and continents!


Features

This is a list of features that have been implemented in some form or another

♦ Procedural generation of continental landscapes with tessellating quad-tree mesh 

♦ Seamless & endless exploration

♦ Create and export heightmaps to TGA files

♦ Procedural sea animation and texturing; specular lighting and Fresnel shading

♦ HD PBR texturing - albedo, specular, normal maps and heightmaps

♦ Procedural texturing based on biomes and simulated geographical features:

♦   temperature 
♦   humidity 
♦   slope and aspect of terrain 
♦   proximity to water 
♦   depth below sea 
♦   seasonal weather 
♦   latitudinal prevailing wind direction 

♦ Fallen snow adding to the displacement of the terrain mesh

♦ Tri-planar mapping for texturing steep slopes

♦ Day/night cycle based on global position, time of year and axial tilt,

♦ Fully adjustable time-scale from real-time to 1 day per second

♦ Procedural grass/foliage + wind effect

♦ Clouds, rain & weather effects

♦ 'Retro' colour shader (4-bit, 16-bit colour depth)

♦ Bayer dithering shader, white noise dithering

♦ Orthographic camera mode

Gallery

Soil Colour Natural Variation
Artistic dithering shader
Wireframe view

Exporting Capabilities

Thanks to the added functionality of heightmap saving and exporting, you are now able to use the landscapes you create/discover wherever you wish, from 3D software to game engines.

View of a heightmap that has been exported from my engine and loaded into World Machine

A view of the heightmap in external software, World Machine, for example.

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