Procedural terrain generation algorithms.
Examples:
-
flat
: just flat -
noise
: uncorrelated noise -
fractal-md
: fractal generation using the midpoint displacement algorithm -
fractal-ds
: fractal generation using the diamond-square algorithm -
voronoi
: generate simple features via a modified Voronoi diagram -
voronoi-ds
: voronoi + diamond-square terrain -
perlin
: generate from a single layer of Perlin noise -
perlin-octaves
: generate from multiple octaves of Perlin noise, with exponential slopes
These are all very simple algorithms. Hopefully this library will accumulate more, and better, techniques, along with mesh optimisation and texturing support.