Procedural Worlds in Godot takes you from a single grayscale image to a full, living environment. You'll start with heightmaps and learn how to turn them into 3D terrain using vertex and fragment shaders, with proper normals and color. From there, you'll implement two classic terrain algorithms, Fractal Brownian Motion and Diamond-Square, and understand exactly how parameters like octaves, lacunarity, and gain shape the result.
Then the book moves to the GPU. You'll learn what compute shaders are, how buffers and parameters work, and how to use them in Godot to run a hydraulic erosion simulation that carves realistic valleys and ridges into your terrain. To finish, you'll populate the world with grass and trees using GPU instancing, and add animated water built from a sum of sinusoids.
By the end, you'll have a complete procedural environment pipeline running in real time, and the knowledge to adapt it to your own projects.