Apps Web Game Dev About Contact
seed: 0x4A3F_ octaves: 8 persistence: 0.52
vulkan 1.3 compute pipeline 60.0 fps
Proceduralabs / Game Dev / Terrain Engine

Procedural
Terrain Engine

GPU-driven terrain generation with hydraulic erosion, adaptive tessellation, and real-time LOD. Built from scratch in C++ and Vulkan for landscapes without limits.

64 km² Terrain Coverage
16M tri Per Frame
8 LOD Detail Levels
60 fps Target Rate

From noise to
photorealism

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.

01

Noise Generation

Multi-octave Perlin/Simplex noise with domain warping. Seed-based, deterministic, infinite in all directions.

Compute FBM
02

Hydraulic Erosion

Thousands of water droplets carve river valleys and deposit sediment. Physically-based particle simulation on GPU.

Particles Physics
03

Mesh Tessellation

Adaptive LOD with camera-distance tessellation. Seamless transitions, crack-free stitching across chunk boundaries.

Tessellation LOD
04

Material Rendering

Slope-based tri-planar texturing with biome blending. PBR materials, atmospheric scattering, real-time shadows.

PBR Vulkan
4096²
Heightmap Res
<4ms
Frame Budget
256
Chunks Loaded
0
CPU Readback
8
Biome Types
World Size
Technical Deep Dive

Under the hood

Erosion Simulation
01

Hydraulic Erosion

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.

50k Droplets / Frame
64 Steps / Droplet
0.8ms GPU Time
LOD Visualization
02

Adaptive LOD

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.

8 LOD Levels
2px Error Threshold
60× Tri Reduction
Download
v0.1.0-alpha — Early Access

Terrain Viewer

Standalone terrain viewer for experimenting with generation parameters, erosion settings, and LOD configuration. Requires a Vulkan 1.3 compatible GPU.

Windows 10+ Vulkan 1.3 4GB VRAM ~85 MB
Download .exe 85.2 MB — Windows x64
03

Get in Touch

Interested in the terrain engine? Have feedback or want to collaborate? We'd love to hear from you.

hello@proceduralabs.eu