Procedural Terrain Generation
This is something I’ve had in a semi-finished state for a long time. It’s just had a bug I haven’t had time to really look at for a while, and the shader wasn’t that special. This is a terrain generator with a focus on RTS-style terrain. That means clearly walkable and non-walkable regions, and flattened walkable regions.
I may write an article on this, in which case I’ll release the source. There’s already a paper on this method, but it skips some of the important parts (like generating the noise) in favor of covering the more inventive algorithms, so I figure I could write something to cover it all (time allowing).
You can download the demo below. WASD and QE control the camera, clicking and dragging with the mouse rotates the camera, holding F will display walkable areas, and pressing G will generate a new terrain.
April 10th, 2011 at 7:53 pm
No source and no paper yet?
June 29th, 2011 at 5:26 pm
Would really like to see an article written on this, and to see how its done.
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