Coming soon!

Procedural Worlds in Godot

Learn how to create procedural environments using the GPU and Compute Shaders.

Coming Soon
Nicholas Galvez First Edition 2026 ~250 pages eBook
Who is this for?
Godot developers
Generate large, varied terrains without modeling them by hand.
Technical artists
Add procedural generation and GPU techniques to your toolkit.
Shader learners
Get into compute shaders through a practical, visual project.
Open-world creators
Build scalable environments for survival, exploration, or open-world games.
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.
Note: The chapters, descriptions, and main topics listed below are provisional and may be added to, merged, or otherwise modified as the video course is being developed. We’ll update this list every time a new chapter is released.
Table of Contents.
1. Introduction to heightmaps
  • What is a heightmap?
  • UV coordinates.
  • Limitations.
2. Rendering heightmaps
  • 3D meshes and vertex shaders.
  • Normals and fragment shaders.
  • Adding colour.
3. The Fractal Brownian Motion algorithm
  • Perlin noise and pseudo-randomness
  • Octaves, lacunarity, and gain
  • Improvements: value type and gradient masking

4. Introduction to compute shaders
  • What is a compute shader?
  • Buffers and parameters.
  • Compute shaders in Godot.
5. The Diamond-Square algorithm
  • Midpoint displacement and steps.
  • Square step sampling types.
  • Normalisation.
6. Erosion simulation with a compute shader
  • What is hydraulic erosion?
  • Simulating particles.
7. Adding foliage
  • What is GPU instancing?
  • Adding grass.
  • Adding trees.
8. Adding water
  • Sum of sinusoids.
  • Water shader.
Featured eBook Bundle.
The Godot All About VFX Bundle promotional artwork

The Godot All About VFX Bundle

Get +600 pages of practical content covering shaders and 2D, UI, and 3D VFX in Godot, all bundled at a special price!
See what's included
About the author.
Nicholas Galvez
Indie Game Developer at Computer Science
Programmer and indie game developer with a Computer Science degree from the University of Cambridge. His dissertation compares several procedural terrain generation algorithms, each implemented in Godot using compute shaders.
Frequently Asked Questions.
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