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A jam submission

OpenGL Procedural Terrain DemoView project page

My submission for the 2025 Acerola Dirtjam! Featuring procedural terrain done in OpenGL.
Submitted by Johnny290 — 1 day, 19 hours before the deadline
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OpenGL Procedural Terrain Demo's itch.io page

What did you learn?
I watched the Sebastian Lague videos to learn more about how to generate the heightmap with fractional brownian motion. I also reinforced my knowledge by applying concepts I read about from LearnOpenGL.com. I also got carried away and learned some post processing effects, such as learning how to code lens flares. I might try to implement shadow maps and volumetric clouds in the future. I could potentially also try to convert this code into Vulkan in the far, far away future.

How did you improve the terrain?
Yep, so I wanted to improve my OpenGL skills so instead of having the project be in Godot I wrote it all in OpenGL. Additionally, the heightmap and normal map generation happen during initialization. I also used Parallax Occlusion Mapping to make my quad look like it had depth (even though it was only 2 flat triangles). I also added a sun which rises and sets (and it changes color depending on its position in the sky as well as increases or decreases the overall brightness of the scene). I also implemented Blinn-Phong lighting. And finally, I added post-processing effects such as HDR/ tonemapping, bloom, and lens flares.

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Comments

Host

This looks great! Parallax mapping can be pretty challenging so good job! The lens flare is also charming.

Thanks for your submission!

Submitted

Some fun visual effects here, very interesting how the entire terrain is done with Parallax Occlusion Mapping. Does get *really* wacky if you go under the terrain lol