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I have an assignment for college in which I have to generate terrain programatically and display it lighted and also be able to tessellate it. I generated my terrain through Perlin noise and also through the diamond-square algorithm (fractal). During this I encountered some bugs and some of them looked pretty sweet.
You can read and see more of this on my blog here (noise terrain) and here (fractal terrain).
Here are some examples:
And here is the correct fractal-generated terrain:
If you have any questions about terrain generation related to what I did here, don't be afraid to ask.
Extra info: this is built in C++, using OpenGL, GLEW, freeglut and a wrapper framework provided by our teachers.
I dislike C++, but the focus of this class is on the graphics themselves, algorithms and stuff, and trying to develop in something else would just waste time (learning how to use other libraries, no wrapper framework, etc). So don't give me a hard time about using C++ .
You can read and see more of this on my blog here (noise terrain) and here (fractal terrain).
Here are some examples:
And here is the correct fractal-generated terrain:
If you have any questions about terrain generation related to what I did here, don't be afraid to ask.
Extra info: this is built in C++, using OpenGL, GLEW, freeglut and a wrapper framework provided by our teachers.
I dislike C++, but the focus of this class is on the graphics themselves, algorithms and stuff, and trying to develop in something else would just waste time (learning how to use other libraries, no wrapper framework, etc). So don't give me a hard time about using C++ .