Procedural Generation of Realistic Terrain: Multi-scale Noise and Mountain Modeling

2025-09-17
Procedural Generation of Realistic Terrain: Multi-scale Noise and Mountain Modeling

This post, part III of a procedural terrain generation series, builds upon the paint map and mountain ridge system established in previous parts. It details the addition of multi-scale noise layers and distance-based mountain peaks, culminating in a final terrain elevation map through blending techniques. The author explains using Simplex noise to add detail at varying frequencies, and coastal noise enhancement to control coastline variation. A distance field is calculated using Delaunay triangulation and a breadth-first search (BFS) algorithm for more natural mountain shapes. Finally, the different terrain components are blended to create a realistic result.

Game terrain