A beginner-friendly walkthrough of procedural terrain generation using math, covering mesh creation, vertex shaders, Perlin noise, and fractional Brownian motion. Starting from a flat plane rendered via GPU draw calls, the tutorial builds up to a customizable terrain system using layered noise with adjustable amplitude, frequency, lacunarity, and domain rotation. The post argues that dropping the 'game-ready' requirement makes terrain generation an excellent learning project for beginner graphics programmers, touching on rendering pipelines, winding order, Lambertian lighting, and slope-based coloring. It concludes with a community jam invitation to extend the terrain generator.
•14m watch time
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