Documenting my journey into procedural terrain generation, using OpenGL and C++.
This is how my project looked when I first added a grid displaced accordning to perlin noise code in to my OpenGL engine.
The project uses C++, OpenGL, glm mathematics library, assimp for model loading, ImGUI for the user interface.
![](https://uploads.gamedev.net/blogs/monthly_2023_07/a2c4209e346d48ec8485e2cc0ff1df2a.01__perlin_noise_sig.jpg)
Cool!