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 “simulate“ 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.