Upcoming Events
Workshop on Network and Systems Support for Games (NetGames 2009)
11/23 - 11/25 @ Paris, France

LOOP 2009
11/26 - 11/29  

EVA 2009
12/4 - 12/5 @ Buenos Aires, Argentina

ICIDS 2009 Interactive Storytelling
12/9 - 12/11 @ Guimarães, Portugal

More events...


Quick Stats
6195 people currently visiting GDNet.
2341 articles in the reference section.

Help us fight cancer!
Join SETI Team GDNet!



Link to us

Link to us

  Intel sponsors gamedev.net search:   

  Contents

 Introduction
 Spectral Synthesis
 The Algorithm
 Adding Some
 Water

 Links & Files

 Printable version

 


Introduction

Everyone seems to like generating and rendering terrain. I got lots of email about my old fractal program as well as the article I wrote a couple years ago. The fractal program used the Mandlebrot set to generate the height data, so it had pretty limited usefullness. The algorithm used in this article and program is much more flexible and can generate very realistic and usable terrain.

The code in this project is all from the final project in my CSCI580 class I took Fall 1999. The project was on generating ecosystems, but this article only deals with generating terrain. The executable for the entire project is linked at the bottom of this page.

Before you go any further, go read my article on Procedural Textures if you haven't already, or if you aren't familiar with that term.





Next : Spectral Synthesis & Procedural Functions