# Perlin Noise
const WIDTH = Math.min(window.innerWidth, window.innerHeight, 480);
var cols, rows;
var scl = 20;
var w = WIDTH * 1.5;
var h = WIDTH * 1.5;
var flying = 0;
var terrain = [];
function setup() {
createCanvas(WIDTH, WIDTH, WEBGL);
cols = w / scl;
rows = h / scl;
for (var x = 0; x < cols; x++) {
terrain[x] = [];
for (var y = 0; y < rows; y++) {
terrain[x][y] = 0;
}
}
}
function draw() {
flying -= 0.01;
var yoff = flying;
for (var y = 0; y < rows; y++) {
var xoff = 0;
for (var x = 0; x < cols; x++) {
terrain[x][y] = map(noise(xoff, yoff), 0, 1, -100, 100);
xoff += 0.1;
}
yoff += 0.1;
}
background(50);
translate(0, 50);
rotateX(PI / 3);
fill(255, 255, 255, 255);
translate(-w / 2, -h / 2);
for (var y = 0; y < rows - 1; y++) {
beginShape(TRIANGLE_STRIP);
for (var x = 0; x < cols; x++) {
vertex(x * scl, y * scl, terrain[x][y]);
vertex(x * scl, (y + 1) * scl, terrain[x][y + 1]);
}
endShape();
}
}