Terrain++ is a real-time procedural terrain generator written in C++ with OpenGL, built as part of a graphics course group project. The goal was to generate believable mountainous landscapes entirely from noise, with fast enough iteration that you could tune the look live instead of waiting on offline bakes.
The base heightmap comes from a layered fbm (fractal Brownian motion) noise function: octaves, frequency, amplitude, gain, and lacunarity are all exposed as sliders, so stacking noise layers is a matter of dragging values and watching the mesh deform immediately. On top of that, a thermal erosion pass simulates material sliding downhill over many iterations, which is what turns raw noise into terrain with plausible ridgelines and scree slopes instead of just bumpy noise.
Material is textured procedurally by slope and height through custom shaders that I wrote, blending snow, stone, and grass layers with tintable RGB multipliers, all tiled independently in X and Z. The whole thing runs through an ImGui debug panel, which made it far easier to compare erosion settings side by side than editing config files and re-running.
Source is on GitHub.