Procedural terrain generation using the Marching Cubes Algorith, OpenGL, and C++
UI built using QT
This started more years ago than I'd like to admit as a final project for my graphics class. The original version (v1.0) was implemented using immediate mode OpenGL and without shaders. This version has been re-implemented in the QT framework using shaders and more modern OpenGL.
The generation at this point is still single-threaded, so increasing your grid size will cause huge increases in generation time. There are plans to make this much faster in the future.