A calm, endless low-poly world seen from an isometric camera. Perlin noise raises sandy shores, green hills and snow-white peaks from a flat blue sea, and the whole landscape drifts steadily past — generated as it goes.
Something to just sit and watch — a relaxing generative scene, built from scratch with a single <canvas> and a bit of maths.
The colour banding does most of the work: a flat sea sets the baseline, and the land reads instantly as hills and snow-capped peaks. It's procedural, so it keeps unfolding into fresh terrain as it scrolls.
A fractal Perlin-noise heightmap — gradient noise over four octaves — sets the land. Everything below the water line settles onto a flat plane and turns blue, giving the scene its calm sea-level baseline. Above it, height drives the colour: a band of sand at the shoreline, greens across the hills, grey rock as it climbs, and white at the peaks.
Each tile is two triangles, each with its own colour and flat shading from a fixed light — that's the crisp, faceted look. The grid is drawn in isometric projection, back-to-front, so nearer land sits over the distance.
To scroll forever the mesh is treated as rigid: it samples the terrain at fixed whole-tile columns and glides by the sub-tile fraction each frame, stepping the columns along by one on each wrap so the seam lines up exactly. It's only redrawn on those steps — the frames between just re-blit the last one — and the camera sits slightly zoomed in over an oversized grid, so new terrain arrives already formed from beyond the edge.