I’ve put a lot of effort into the FractalTerrain module in the last couple of weeks and I made good progress since the last post. Since then I’ve implemented a couple of more Noise generator modules (like a Worley noise module for example) and improved the procedural multitexturing of the terrain meshes. I’ve also added some simple water shaders and a nice-looking skysphere. Also new is a landscape module, which generates some small terrain chunks (like Blockmania does) to support the fast generation of vast landscapes using multiple cores.
For the volumetric part I’ve added support for ambient occlusion to “simulateā global illumination. The module for generating the surreal terrain has been completely rewritten and now features small plateaus.
I can not release the complete source of the components. But if anyone is interested in any part of the module, I could write about some of the mentioned techniques and/or modules. Just let me know.
- Terrain landscape – Mountain feature
- Terrain landscape – Sea
- Terrain landscape – Mountain pass
- Terrain landscape – Mountain view
- Terrain landscape – Islands
- Surreal volumetric terrain
- Surreal volumetric terrain






Im about to partake in a XNA fractal landscape project soon can you tell me of any sources that have been helpfull to you?
Looking good by the way.
Thank you!
I used many papers to create the different generator modules. One very important one was “Realtime Procedural Terrain Generation” by J. Olsen which gave me the idea to create features and very interesting terrain formations. But some features developed by patiently experimenting and combining things.
But if you are searching for a great book as a kick start, you should take a look at “Texturing and Modeling: A Procedural Approach” by the masters of procedural terrain generation themselves.
http://www.amazon.com/Texturing-Modeling-Third-Procedural-Approach/dp/1558608486/ref=sr_1_1?s=books&ie=UTF8&qid=1319558276&sr=1-1