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Procedural Terrain

Experiment in C++

What is it?

Perlin noise that is voxelized and cube-marched. Asynchronous mesh generation. A user interface for controlling the procedural generation.

What's the backstory?

November 2021

For my first Unreal C++ project I wanted to explore procedural meshes in Unreal. After getting the UProceduralMeshComponent working, I ported-over from C# a noise-generation system and cube-marching algorithm from an earlier project, Voxel Ocean. Next came an in-game user interface for controlling the generation algorithm.

December 2021

I converted terrain generation to be asynchronous, added actor-spawning and continued squashing bugs.

What did I contribute?

Who has worked on the project?

Myself so far