Project

Procedural Planet Generation

Rust
Overview

A terrain synthesis engine that generates richly detailed world maps from pure noise — written entirely in Rust with zero external dependencies.

The generator implements hand-rolled value noise applied over two independent fields: height and moisture. Each point on the map is evaluated against both fields simultaneously, then resolved against a 9-biome classification table — producing varied, believable terrain that ranges from deep ocean trenches to snow-capped mountain ranges.

Output is rendered directly to PNG. The entire pipeline — noise generation, field sampling, biome classification, and image encoding — is authored from scratch, giving full algorithmic control over every parameter of the world.

Output samples

Same seed, varying noise frequency — 0.05 · 0.15 · 0.25 · 0.50

Terrain at noise frequency 0.05 — large continents and broad ocean basins Terrain at noise frequency 0.15 — balanced mix of landmasses and sea Terrain at noise frequency 0.25 — fragmented archipelagos and fine detail Terrain at noise frequency 0.50 — fully fragmented, noise-dominated scatter