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Procedural Low-Poly Terrain Generation with Terracing for Computer Games

Graphics 2025-05-15 v1

Abstract

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.

Keywords

Cite

@article{arxiv.2505.09350,
  title  = {Procedural Low-Poly Terrain Generation with Terracing for Computer Games},
  author = {Richard Tivolt},
  journal= {arXiv preprint arXiv:2505.09350},
  year   = {2025}
}
R2 v1 2026-06-28T23:32:57.109Z