Fractal landscapes

Status update on FractalTerrain: Mountain features

Posted by on Aug 18, 2011 in Fractal landscapes | 4 comments

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...

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What about Blockmania!

Posted by on Jul 29, 2011 in Fractal landscapes, General, Terasology | 0 comments

I’m currently working on another project that also involves procedural terrain generation and fractal landscapes – but not on the trivial level of blocks. This time I’m developing  a complete library of noise-, filter-, simulation- and rendering-modules in C# using the XNA framework as a subcomponent for a computer-graphics-framework. The FractalTerrain module supports heightmap and voxel-based approaches utilizing the Marching Cubes algorithm and very elaborate shading and rendering techniques. I’ll keep posting footage as the project evolves. Maybe this know-how...

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