Voxel Terrain Builder

Procedural hand-written noise generates rolling hills, built block-by-block with instanced meshes. Camera auto-orbits once construction finishes. Height is sampled from a 4-octave fractal Brownian motion built on a custom hash-based gradient (Perlin-style) noise function, then quantized into stone/dirt/grass/sand voxel layers rendered via InstancedMesh for performance across thousands of cubes. Trees are scattered probabilistically above the waterline and pop in with an easeOutBack animation, staggered by distance from the terrain center.

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