The terrain in the Nomad game world is generated as a series of tiles along the xz−plane. Each tile is created by arranging \( n \times n \) vertices into a grid across this plane. For each vertex (\(V\)), the height is calculated using a height function, \( f(x,z)\) where \(V_y = f(V_x,V_z) \).
The height function is calculated utilising a combination of 2-dimensional simplex noise, (Perlin, 2002) and a scaled dampening factor. The variables resolution, strength, octaves and persistence are assigned upon initialisation and remain static, to ensure that the noise function remains deterministic. These variables, alongside the colour and texture mapping, control the whole aesthetic appearance of the Nomad game world. This allows for the possibility of predefined, user defined, or evolved worlds to be generated.