Procedural
Algorithmic Content Creation
Procedural lessons
Perlin Noise
Simplex Noise
Interactive: fBm Terrain
fBm stacks noise octaves. More octaves = finer detail. Higher lacunarity = bigger frequency jumps:
Live: Noise Octave Stacking
See each individual octave drawn separately, then their sum at the bottom. Each octave doubles frequency and halves amplitude — their sum is fBm:
Signed Distance Fields
Live: SDF Sphere Marching
SDF Boolean Operations Heatmap
See the distance field as a heatmap. Purple line = surface (d=0). Contour rings show distance values. Switch between union (min), intersect (max), subtract (max,-), and smooth blend:
Live: Ray Marching Step-by-Step
Each step advances along the ray by exactly the SDF value at the current position — the distance to the nearest surface. This is guaranteed safe because you cannot overshoot. The circles show each step distance:
Interactive: Worley / Voronoi
Distance combinations produce radically different patterns. F1 = cells, F2-F1 = cracks, F1*F2 = tissue, F2/F1 = scales:
Live: Voronoi Construction Animation
Watch distance fields expand outward from feature points until Voronoi cells form. Each pixel takes the color of its nearest point — this is F1 distance: