Procedural Terrains v2.0.0 is finally OUT! 🌍🚀
This is probably one of the biggest updates I've worked on so far, bringing a lot of new features, visual improvements, optimizations, and something I've wanted to do for quite a while :)
First, introducing Mini Terrains! 🏝️
You can now generate your own little procedural 3D dioramas!
• Square or circular terrains with customizable cutaway bases
• Procedural presets and compositions
• Customizable vegetation, water, clouds and props
• Dedicated controls for creating small, detailed environments
A big visual update too! ☁️💧
I've been reworking quite a few rendering systems:
• New Stylized, Realistic, Volumetric and Cinematic water shaders
• Improved reflections, refraction, shoreline foam and underwater effects
• Animated underwater caustics
• Reworked volumetric clouds with better shapes, lighting, erosion and cloud shadows
• Various lighting and atmosphere improvements
And something completely new: Procedural Terrains is now an npm package! 📦
Following feedback from @somaco_sf and others, I've been working on making the engine reusable outside the editor.
You can now integrate procedural terrain generation directly into your own Three.js applications!
The package supports finite, infinite, planetary and Mini terrains, along with water, clouds, materials and export APIs.
npmjs.com/package/procedural…
I've also added a dedicated documentation section with an API reference, code examples, and an interactive Playground where you can write and run terrain code directly in your browser!
Other changes in v2.0.0:
• Updated Unity plugin (0.4.0-alpha.2) and Blender add-on (0.4.1)
• New props and customization options
• Real-world terrain improvements, including city markers, routes and navigation tools
• Performance optimizations, energy-saving options and an experimental spatial upscaler
• Improved mobile support and UI / UX
• French and English language support
• A new Windows portable build
• Lots of bug fixes and smaller refinements!
The goal has always been to make Procedural Terrains useful for both artists and developers, and this update is a pretty big step in that direction.
There's still plenty I'd like to improve and add, but I'm really happy with how far this project has come :)
Thank you to everyone who has been following the project, sharing feedback, reporting bugs or contributing. It really means a lot! ❤️
And as always, #ThreeJS carries :)
Give it a try and let me know what you think!
🌐 procedural-terrains.com/
💻 github.com/ZyFou/ProceduralT…
📥 github.com/ZyFou/ProceduralT…
#threejs #webgl #procedural #terrain #gamedev #indiedev #opensource #javascript #npm #blender #unity3d #CreativeCoding
Procedural Terrains just reached 650 GitHub stars 🤯
Thank you so much to everyone using, supporting, sharing and contributing to the project ❤️
Free and open source, as always 🌱
procedural-terrains.com
github.com/ZyFou/ProceduralT…
#threejs #webgl #procedural #gamedev #opensource
Following @somaco_sf's feedback and suggestions on Procedural Terrains, I've been working on something I've wanted to do for a while: turning the terrain engine into a standalone, reusable package! 🌍
This will be one of the major additions coming with Procedural Terrains v2.0.0
The idea is to make the engine usable outside the editor, so developers can integrate procedural terrain generation directly into their own Three.js projects.
And yes, it will also be published on npm! 📦
A few things I've been working on:
• A modular API for generating and customizing terrains
• Support for different terrain types, including Mini Terrains
• Reusable water, cloud and rendering systems
• Direct integration with existing Three.js scenes
• A dedicated documentation section with API references and examples
• An interactive playground where you can edit code and see the results in real time!
The goal is to make Procedural Terrains more than just a terrain editor, but also a tool developers can build their own experiences with.
You won't need to use the full editor anymore to generate terrains. Just install the package, import what you need, and start creating :)
There's still work to do before the 2.0.0 release, but the first examples are already running!
Really excited to see what people will build with it. ❤️
More updates soon! 👀
🌐 procedural-terrains.com/
💻 github.com/ZyFou/ProceduralT…
#threejs #webgl #javascript #npm #procedural #terrain #gamedev #indiedev #opensource #CreativeCoding
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More Procedural Terrains v2.0.0 teasing! 🌍
I've been working on some visual improvements, especially for clouds and water :)
☁️ Improved clouds, with better shapes, volume and a much nicer overall appearance.
💧 New water shaders!
• Stylized water for a more artistic look
• Realistic water with reflections, bringing more depth and detail to the environments
Both are coming with the 2.0.0 update, alongside the new Mini Terrains and other improvements I've been working on!
Still plenty of things to refine before release, but I'm pretty happy with how things are starting to look :)
More teasing soon! 👀
🌐 procedural-terrains.com/
💻 github.com/ZyFou/ProceduralT…
#threejs #webgl #procedural #terrain #gamedev #indiedev #opensource #3D #CreativeCoding #shader #webgraphics
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More cloud screenshots! ☁️
Coming soon to v2.0.0!
And these clouds are also from the Procedural Planets engine! 🌍
Go check it out! :)
procedural-planets.com/
#threejs #webgl #procedural #clouds #gamedev #opensource
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Procedural Terrains v2.0.0 is coming! 🌍
This is a pretty big update, introducing a completely new way to generate terrains: Mini Terrains! 🏝️
I've been working on my own take on procedural 3D dioramas, and they're finally making their way into the project :)
Instead of generating huge landscapes, Mini Terrains focus on a single high-resolution chunk, with a stylized cutaway base, much nicer water rendering, vegetation and plenty of customization options.
Other changes coming in v2.0.0:
• New props to bring more life to your environments🌲
• Improved water visuals, especially for smaller scenes💧
• Updates and improvements to the Unity plugin and Blender add-on
• Various visual refinements and rendering improvements
• UI / UX polish and bug fixes
The goal is to make Procedural Terrains useful not only for generating large environments, but also for creating small, detailed and customizable 3D scenes.
There's still a lot I'd like to improve and add, but I'm pretty happy with how these little dioramas are turning out so far :)
As always, powered by #ThreeJS ❤️
🌐 procedural-terrains.com/
💻 github.com/ZyFou/ProceduralT…
#threejs #webgl #procedural #terrain #gamedev #indiedev #opensource #blender #unity3d #3D #CreativeCoding
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Procedural Planets 0.4.8 update 🌍
Paint Mode is here! Sculpt your planets and paint their surface materials, with adjustable brushes and undo/redo.
There’s also a new infinite exploration mode: fly through the Solar System and procedurally generated systems at your own speed 🚀
It’s still in development, but already includes a photo mode with PNG export and rendering settings.
You can also walk on the planet's surface and see the beatifull sunset lighting.
procedural-planets.com/
github.com/ZyFou/ProceduralP…
#threejs #webgl #procedural #gamedev #indiedev #opensource
112
Procedural Terrains v1.9.9 update 🌍
A full performance overhaul and new features for Real Maps!
Recent updates bring:
- optimized terrain rendering and caching
- smoother LOD transitions
- improved terrain generation and input handling
Real Maps now includes automatic city, town and village markers from OpenStreetMap 📍
You can also add your own markers using coordinates, then connect two places with a line that follows the terrain.
Lots of smaller fixes and improvements too :)
procedural-terrains.com/
github.com/ZyFou/ProceduralT…
#threejs #webgl #procedural #gamedev #indiedev #opensource
🌍 Procedural Planets is finally LIVE! :)
procedural-planets.com/
The project is still in Early Access, currently v0.2.1, but you can already procedurally generate:
🪨 Terrestrial planets
🌀 Gas giants
☀️ Stars
You can export your creations as GLB, just like Procedural Terrains. It currently works best with solid planets.
And of course, the project is fully OPEN SOURCE ❤️
github.com/ZyFou/ProceduralP…
BUT there is something new this time 👀
Procedural Planets is also available as an NPM package, ready to use directly inside your Three.js WebGL projects!
import { Planet, PlanetRenderer } from 'procedural-planets';
const planet = new Planet({
type: 'terrestrial',
seed: 3411319576,
});
scene.add(planet);
const planets = new PlanetRenderer(renderer);
// after renderer.render(scene, camera)
planets.render(scene, camera);
📦 npmjs.com/package/procedural…
The backend is already running too, so you can create an account and save your planets ☁️
A lot more is planned for this project, so don't hesitate to give it a try and follow its development :)
And as always, @threejs carries 🚀
#ThreeJS #WebGL #ProceduralGeneration #OpenSource #npm #WebDev #3D #CreativeCoding
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Thanks to @dangreenheck’s amazing tips on optimizing Three.js renders, I managed to squeeze a lot more FPS out of my procedural planet project.
Everything on max settings: 144 FPS with 600K triangles (I don’t need that many, but hey, why not?)
• Volumetric clouds
• Animated water
• Full resolution (2K)
Get really close, and it can reach 1.2M triangles at 120 FPS.
I’m running an RTX 5060 Ti with 16 GB of VRAM.
(60 fps stable on my small work computer too)
I’m going to squeeze even more performance out of this project and hopefully turn it into the perfect package.
The public website will soon be available too :)
github.com/ZyFou/ProceduralP…
#ThreeJS #WebGL #ProceduralGeneration #Realtime3D #GameDev #GraphicsProgramming
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Let’s not forget my main project: Dokkan Simulator 👀
dokkan-simulator.com
Recently, the website received a huge update:
• Detailed card information
• Card animations with sound
• Download animations
• Team Builder & other tools
• Support Memories, Z-Battles & more
• New Dokkan challenges (blind test, guess the pixelated card, summon duel and more…)
And there’s still a lot more in development 🚀
#Dokkan #DokkanBattle #DBZDokkanBattle #DragonBallZ #DragonBall #DokkanSimulator
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Back on Procedural Planets 🪐
I’ve resumed development and tested Opus 5.5 on it. The results are honestly incredible.
The project is already open source and will stay maintained, just at a slower pace than procedural-terrains.com
We’re also switching toward a much more realistic rendering style.
The main goal is to focus first on the package itself, so you can easily integrate procedural planets into your own Three.js projects, and potentially other engines/frameworks later.
I’ll keep you posted 👀
#ThreeJS #WebGL #ProceduralGeneration #OpenSource #GameDev #CreativeCoding
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