This approach generates random low-poly terraced terrain with diverse biomes and vegetation, highlighting its appeal in games.
In computer games, traditional procedural terrain generation relies on a grid of vertices, with each point representing terrain elevation. For each square in the grid, two triangles are created by connecting fixed vertex indices, resulting in a continuous 3D surface. While this method is efficient for modelling smooth terrain, the grid-like structure lacks the distinct, chaotic appearance of low-poly objects and is not suitable to be used for our purposes. The technique presented in this paper aims to solve the following problem: Generate random, low-poly looking terraced terrain with different biomes and add vegetation to create an interesting environment.
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Richard Tivolt (2025) studied this question.
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