Hike a Bike · Topo Playground
Perlin Z
0.000
Scroll to travel the terrain
Terrain Controls
Feature scale How zoomed-in the terrain is. Higher values pack in smaller, more numerous hills; lower values give a few broad landforms that fill the screen. Auto-adjusts to screen width so hills stay the same size on phone and desktop — narrow screens just show fewer of them.
Contour levels How many elevation slices are drawn between the lowest and highest ground — like the spacing of iso-lines on a real topo map. More levels = denser rings.
Octaves Layers of noise detail. Each octave adds finer wiggles riding on top of the bigger shapes: 1 is smooth and blobby, 6 is craggy. Cost rises with each layer.
Scroll response How much the landscape transforms per screen-height of scrolling — the distance traveled through the noise field's third dimension. Low = subtle, almost subliminal drift; high = the terrain visibly churns as you scroll.
Glide How quickly the terrain catches up to where you've scrolled. Lower values lag behind and settle dreamily after you stop; higher values track the scrollbar almost instantly.
Grid detail Resolution of the height-sampling grid the contours are traced from. Higher = crisper, more faithful lines but more work per frame; lower is chunkier and cheaper.