PROCEDURAL WORLD · C++ / OPENGL

Okami
Procedural World

A chunked landscape driven by layered noise and biome rules, with an ink-brush interaction that can alter generated terrain in place.

C++ · OpenGL · GLSLTerrain · Biomes · Deferred Interaction
Okami-inspired sun artwork
01 · TERRAIN

Noise becomes
geography.

Separate Perlin fields describe elevation, temperature and humidity. fBm adds large and small structure, while biome-specific height functions are blended so mountains, grasslands, hills and islands transition instead of meeting at hard seams.

Noise fieldsPerlin + fBmtemperaturehumidityBiome blendweights + transitionsdominant featuresHeight fieldmountain · hillsgrassland · islandChunksblock selectionmesh build
02 · SURFACE LANGUAGE

Biome rules
choose the world.

Elevation, local biome weight and controlled randomness select the visible block. A compact color and normal atlas keeps terrain families visually consistent while still supporting distinct surface types.

Terrain color texture atlas
Color atlas
Terrain normal texture atlas
Normal atlas
03 · BRUSH INTERACTION

Paint the
generated world.

The drawing tool records a world-space circle, then reads deferred position and leaf-mask attachments to identify matching blocks. Affected chunk geometry is rebuilt so painted trees can change state inside the live world.

World-space brush maskDeferred attachmentsworld positionleaf maskSelected pixels map back to blocks, then the affected chunk mesh is rebuilt.
Sun brush symbol
Sun symbol
Moon brush symbol
Moon symbol
01

Sample

Generates layered fields for height, temperature and humidity.

02

Blend

Combines biome functions into continuous terrain across boundaries.

03

Chunk

Builds and updates local world meshes around the moving player.

04

Transform

Maps brush-selected screen pixels back to editable world blocks.

OKAMI PROCEDURAL WORLD

C++ · OPENGL · PERLIN NOISE · MULTITHREADING

A procedural voxel world built from Perlin noise and fBm. Temperature and humidity fields blend mountains, grasslands, islands and custom biomes; an Ōkami-inspired brush mechanic transforms the environment in real time.