@voxolith/gen-terrain
@voxolith/gen-terrain: procedural voxel terrain.
Rolling hills from layered noise, a river that meanders along a noise contour and carves its own valley, lakes wherever the ground dips below the water level, and a surface chosen per column: grass (drier up high), rock on steep slopes, sand on the banks, gravel and mud on the beds. Water fills every column below the water level with a "water" material the renderer animates.
Unlike the entity generators this describes a region, not a model, so it
hands back a heightfield rather than an EntityModel: heights is sampled
once (it is also yours to edit — a settlement levels pads into it) and
fillBrick writes any 8³ brick on demand, which is what a chunked world
wants. Everything is a pure function of (params, seed, position).
Interfaces
- FineTerrain
- FineTerrainInit
- FineTerrainOptions
- RiverParams
- Terrain
- TerrainBuild
- TerrainInit
- TerrainParams