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Graphics

Trochoidal Waves & Terrain Generation

C++ / OpenGL graphics application with procedural terrain and runtime water controls.

Real-time

terrain parameters

OpenGL

graphics engine

Second-layer evidence

Technical snapshot

Graphics application generating terrain in real time using Perlin Noise and simulating water behaviour with trochoidal waves controlled by runtime parameters. Useful as secondary evidence for C++/OpenGL experimentation and visual debugging.

Generated terrain in real time using Perlin Noise.
Simulated water behaviour through trochoidal waves.
Exposed runtime parameters to change visual output during execution.
Secondary project for procedural generation and runtime parameterization.

Overview

This technical demo focused on procedural terrain generation and water simulation in a C++ / OpenGL graphics environment. The application exposed runtime parameters so visual behaviour could be changed during execution.

My contribution

  • Worked with real-time terrain generation based on Perlin Noise.
  • Implemented or integrated parameter-driven terrain controls.
  • Simulated water movement through trochoidal wave behaviour.
  • Presented the demo as a visual graphics programming experiment.

Portfolio role

This is a supporting project: useful for C++/OpenGL and procedural generation evidence, but less central than SufferEngine for systems/tools positioning.

Gallery

Procedural water and terrain screenshot