|
This was a project to demonstrate procedural generation and
rendering of some terrain.
The terrain can be generated using a number of different
algorithms: faulting, mass accretion, white noise and midpoint
displacement.
In addition to the terrain, the trees are also procedurally
generated, using an algorithm which reads its parameters from
data files. There are several different types of tree on the
landscape (though they are all lacking in leaves).
The skybox texture is MalRav3 by
Raven, obtained from
The Wadfather.
Please note that OpenGL
must be installed (and must support multitexturing extensions)
for this demo to run.
This was written using Microsoft Visual C++ 6.0 and gcc 3.04
|