ET Elijah Tabachnik
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Procedural Systems

Procedural Terrain + Foliage Generator

A Unity tool for generating natural terrain, biome-aware foliage, and large-scale scenes that still render smoothly.

The project focuses on controllable terrain synthesis, biome-aware foliage placement, and performance-conscious rendering for larger strategy-style environments in Unity.

Project Preview

Open the terrain generator repository.

The preview links to the codebase behind the terrain synthesis, foliage placement, and rendering workflow.

Procedural terrain generator still
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Overview

Procedural generation tuned for strategy-scale scenes.

The generator uses layered Perlin noise to control terrain shape, then applies biome and elevation logic to foliage placement so the map feels coherent instead of randomly cluttered.

Height maps

Layered Perlin noise drives the terrain profile and creates controllable variation across the map.

Forest clustering

A secondary noise layer controls tree grouping so forests appear intentional rather than uniformly scattered.

Terrain texturing

Water, grass, and mountain zones are derived from elevation thresholds for cleaner environmental transitions.

Scale

Unity LOD optimization keeps the scene responsive even with 15,000+ foliage objects in play.

Implementation

Built around a modular object generation pipeline.

The system centers on an ObjectGenerator script that overlays a secondary noise map over the terrain's height map. That structure makes it easy to tune terrain scale, forest density, chunk size, and foliage type without rewriting the generator each time.

Project Link

Codebase

The implementation focuses on reusable terrain and foliage controls, with Unity and C# driving both generation logic and rendering optimization.

Gallery

Visual output from the generator

A sample of terrain states showing elevation changes, foliage density, and the broader look of the generated environment.