Big Terrain

November 28, 2011 Algorithmic Art 0 Comments

I've expanded the previous "Strange World" demo into an adaptive landscape demo. Several months ago, I learned the pain and agony of trying to write a fast, multi-threaded adaptive terrain engine. As a result, I'm now experimenting with easier systems. At the moment, all I've done is taken a very rudimentary patched-terrain system and implemented some hacks to eliminate T-junctions. I also scattered some tree trunks around the landscape.

It's actually not looking too bad! I'd like to continue using this sandbox to mess around with vegetation and building coherent terrain regions.

Yes, those grid-like procedural textures really need to be replaced 😛