This application showcases a few techniques for generating procedural terrain. The two methods used were simplex noise and faulting.
The simplex noise is used to generate the smoother looking mountains and the faulting generates the more jagged style terrain. There is also functionality to merge these terrain types together to make a third kind.
I also added an edge-detection shader to this application which works well and could quickly be extended to be a cell-shaded type effect.
I found the topic of procedural generation very interesting and it gave me an appreciation for how well it can be implemented into games.