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 regions transition instead of meeting at hard seams.

01

Noise fields

Perlin and fBm describe broad landform and local surface change.

02

Biome blend

Temperature and humidity select weighted biome functions.

03

Height field

Mountains, hills, grassland and islands receive distinct profiles.

04

Chunks

Local block meshes are generated and updated around the player.

02 · SURFACE LANGUAGE

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.

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.

Sun brush symbol
Sun symbol
Moon brush symbol
Moon symbol

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.