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.
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.
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.
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.
Sample
Generates layered fields for height, temperature and humidity.
Blend
Combines biome functions into continuous terrain across boundaries.
Chunk
Builds and updates local world meshes around the moving player.
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.