GPU-driven terrain generation with hydraulic erosion, adaptive tessellation, and real-time LOD. Built from scratch in C++ and Vulkan for landscapes without limits.
Four-stage GPU pipeline that transforms procedural noise into detailed terrain meshes in under 4ms per frame. Each stage runs entirely on compute shaders with zero CPU readback.
Multi-octave Perlin/Simplex noise with domain warping. Seed-based, deterministic, infinite in all directions.
Thousands of water droplets carve river valleys and deposit sediment. Physically-based particle simulation on GPU.
Adaptive LOD with camera-distance tessellation. Seamless transitions, crack-free stitching across chunk boundaries.
Slope-based tri-planar texturing with biome blending. PBR materials, atmospheric scattering, real-time shadows.
Each frame, thousands of virtual water droplets are spawned across the heightmap. They flow downhill, picking up sediment, carving valleys, and depositing material in realistic alluvial patterns. The entire simulation runs on compute shaders with no CPU intervention.
The terrain mesh dynamically adjusts detail based on camera distance and screen-space error metrics. GPU-driven indirect rendering selects the appropriate mesh resolution per chunk, with seamless crack-free stitching at LOD boundaries using T-junction elimination.
Standalone terrain viewer for experimenting with generation parameters, erosion settings, and LOD configuration. Requires a Vulkan 1.3 compatible GPU.
Interested in the terrain engine? Have feedback or want to collaborate? We'd love to hear from you.
hello@proceduralabs.eu