Passion for Learning
Enthusiastic videogames programmer always looking for something new to learn.
Infinite Procedural terrain generation program written from scratch for my custom game engine Vorpal Engine. Written entirely in C++ and OpenGL, it generates terrain chunks making use of simplex noise as heightmap values, layering those afterwards with fractal noise to make them look more natural.
This project also incorporates biome distinction with different textures that can be assigned to each biome. The biomes are generated combining the hight of a vertex with a second noise map that symbolizes humidity.
The chunks generate infinitely, with a multithreaded implementation (making use of my engine’s jobs system) that keeps chunks in a hashmap that updates making use of an auxiliar queue, which updates based on the player in-game position and the specified render distance.