CMPM 147, Summer 2019

Assignment 2: Terrain Generation with Perlin Noise

Controls: WASD to move, drag mouse to move camera, space/shift to float/sink

Seeded 2D Perlin noise is used to generate a 48x48x24 voxel terrain with different blocks based on height.

Every coordinate on the floor of the terrain (the x-z plane) has its x and z values passed through a Perlin noise function, which then generates a semi-random decimal between 0 and 1.

That decimal is then scaled by the total depth allowed by the terrain, which determines the height at that point in the x-z plane in voxels.

It's like Minecraft, but worse. 🎉

Past assignments:

Music Visualizer with Particle System