Skip to content

GPU-accelerated procedural terrain generator in C++/OpenGL using a Marching Cubes compute shader for real-time generation from noise.

Notifications You must be signed in to change notification settings

NamitBhutani/procLan

Repository files navigation

Procedural Terrain Generator with User-Defined Caves

Made by Namit Bhutani (2022B3A70885H) and Karthik Prakash (2022A7PS0022H)

This is a OpenGL-based procedural terrain and cave generator that utilizes noise-based 3D density fields and the Marching Cubes algorithm for rendering. For better visuals, basic Phong lighting along with volumetric fog effects are also implemented.

It uses compute shaders for GPU-accelerated performance along with a lightweight ImGui-driven viewer that lets you fly around the scene, tweak noise seeds and edit procedural caves in real time.

Main

For more details, refer to the docs here.

Technologies & Libraries Used

  • Language: C++
  • Graphics API: OpenGL
  • Windowing & Input: GLFW
  • OpenGL Function Loading: GLAD
  • GUI: ImGui
  • Build System: CMake

Setup

ImGui and GLAD are included as Git submodules.

git clone --recursive https://github.com/NamitBhutani/procLan

CMake is used to manage the build process.

mkdir -p build && cd build
cmake ..
cmake --build .
./marchingcubes

About

GPU-accelerated procedural terrain generator in C++/OpenGL using a Marching Cubes compute shader for real-time generation from noise.

Resources

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published

Contributors 2

  •  
  •  

Languages