Vulkan infinite procedurally generated terrain
About
This is a personal playground for an infinite procedurally generated terrain renderer in Vulkan. No guarantee that the code will work.
Screenshots
Videos
Some technical background
- Uses multi-threading for generating newly visible terrain chunkgs
- Draw batches for visible objects (trees, grass) are generated per-frame on the GPU
- "Old school" render-to-texture reflections
- All terrain settings can be changed on the fly
- Renderer
- Requires Vulkan 1.3
- Dynamic rendering
- Single-pass shadow cascade generation using multi view
- Uses MSAA and alpha-to-coverage for order-independent transparency