It is a standalone C++ using OpenGL
I plan on porting it to my Unreal Engine Editor Plugin for Sanctuary Map Editor if I keep working on it, which I do plan/hope to do, it takes advantage of stuff I have been wanting to do in UE with custom stuff fro terrain generation and calculations etc.
I was thinking I could even add to this an array of heightmap decals, and apply symmetry and procedural placement and rotation - imagine a prcedural noise producing white veins, but then you place large heightmap decals on those white veins, and now you have a mountain range, or valley, canyon ect. look