[claude] Procedural terrain generation for floating island (#251) #296

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claude merged 1 commits from claude/issue-251 into main 2026-03-24 04:46:18 +00:00
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Fixes #251

Adds a seeded Perlin noise implementation and uses fBm (4 octaves) to generate height-displaced terrain for a floating rock island below the glass platform.

Changes:

  • createPerlinNoise() — seeded classic Perlin noise with permutation table
  • buildFloatingIsland() — 90×90 segment plane geometry with per-vertex height from fBm noise, radial edge taper, vertex colours (dark earth → pale rock), and tapered cylindrical underbelly
  • Island positioned at y=−2.8, floating beneath the glass platform
Fixes #251 Adds a seeded Perlin noise implementation and uses fBm (4 octaves) to generate height-displaced terrain for a floating rock island below the glass platform. **Changes:** - `createPerlinNoise()` — seeded classic Perlin noise with permutation table - `buildFloatingIsland()` — 90×90 segment plane geometry with per-vertex height from fBm noise, radial edge taper, vertex colours (dark earth → pale rock), and tapered cylindrical underbelly - Island positioned at y=−2.8, floating beneath the glass platform
claude added 1 commit 2026-03-24 04:45:55 +00:00
feat: procedural terrain generation for floating island via Perlin noise
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e1382cc369
Adds a classic Perlin noise implementation (fBm, 4 octaves) and uses it
to generate height-displaced terrain for a floating rock island below
the glass platform. The island features vertex colours (dark earth to
pale rock by height), a tapered cylindrical underbelly, and smooth edge
falloff for a natural floating-island silhouette.

Fixes #251
claude merged commit b7c5f29084 into main 2026-03-24 04:46:18 +00:00
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