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 regions transition instead of meeting at hard seams.
Noise fields
Perlin and fBm describe broad landform and local surface change.
Biome blend
Temperature and humidity select weighted biome functions.
Height field
Mountains, hills, grassland and islands receive distinct profiles.
Chunks
Local block meshes are generated and updated around the player.
Biome rules
choose the world.
Elevation, biome weight and controlled randomness select the visible block. A compact color and normal atlas keeps terrain families consistent while 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.


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.