Hmmm... I'm not sure whether this should be in the developer/technical section... Anyway...
Here's a little demo of a terrain generation system, intended for use in RPG/strategy/sim games. I posted a thread ages ago about procedural terrain generation, and this latest attempt is not a dead-end, for a pleasant change!
The terrain renderer is by Alex May (the Dyson one, not that other fella!). It uses Progressive Continuous Adaptive Quadtree LOD Meshing Technology Using Adaptive Quadtrees about which I know very little at the moment.
This link might help.I'm sure Alex will be kind enough to provide more information if anyone wants it.
The generator is modular and works like a set of photoshop filter layers. There are modules for smoothing, fractal landscape, normalising, water erosion, etc. However, the main one in this demo is a patchwork-based thing that tries to make an interesting game-oriented landscape with distinct regions.
Watching the generation process should give a pretty decent idea of how it works, but I'm happy to share the full algorithm.
Known bugs:
- the weird "craters" are a bug, but actually mostly look like fairly convincing volcanoes
- for some reason it always leaves 2 of the mountain regions blank when making the heightmap
- the 2d map viewer is incredibly slow and crap. Sometimes it seems to not respond to keys, but that's just the framerate. I need to render to texture once it's finished or something.
Next step is probably to add some vegetation, maybe based on a weather model from an earlier generator attempt...
And rivers... But maybe I'll make the game first. Rivers are my arch-nemesis
Demo app is here:
http://www.deadrock-game.com/files/LandscapeTest.rarPics:
Example end result:
Patchwork generation display in full flow: