Fractal Mountains

The terrain under the canvas is a true 3D heightfield: a seeded fBm value-noise field (five octaves, each octave half the amplitude at twice the frequency) is sampled as a grid of quads, projected through a perspective camera, and flat-shaded on the CPU — no WebGL, no textures. Snow, rock, and vegetation are banded by altitude and slope, and distance fog melts the far ridges into the sky. The same seed always renders the same mountains, in the same colors.

Drive the camera with the pointer: drag to orbit, scroll or pinch to zoom, two-finger drag (or right drag) to pan, and double-click to reset the view. The settings menu holds the seed, quality presets (they trade quad subdivision and resolution for speed), a sun-angle slider — drag it toward dawn or dusk for raking light and long shadows — and random colors.

This toy was built using AI-assisted development with OpenCode, powered by the oMLX framework running the Qwen3.8-Flash-Next-MLX-4bit-MTP model locally.