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Procedural Terrain update! 04/26/2011 at 04:19

Finally got to doing a bit of programming tonight. Updated the Procedural Terrain engine a little bit like I was mentioning in the previous post. Although seams are visible, the terrain is A LOT more natural now, and the application performs much much better as well with improvements to the algorithm I am using as well as improvements to the Data structure. It now much more easily supports infinite map generation because of the new hashed data structure I implemented to store the elevation data.

The next step in this project I think I want to do is add in a water particle system to simulate springs, and then eventually modify the generation algorithm to add the possibility of generating rivers. After I am done experimenting with that I am going to try to again change the data structure to a Voxel based system and then maybe mess around with being able to deform the meshes! Should be fun.



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