[EMAIL PROTECTED] wrote: > I don't know of a tutorial on exactly what you want, but we've been > talking a little recently about random terrain generation. One technique > worth looking at is "Perlins noise,"
This is a good tool to have in your arsenal - for Perlin's own presentation: http://www.noisemachine.com/talk1/ Also, there's a pretty good paper about the tricks that the "Tribal Trouble" guys used to make their terrain here: http://oddlabs.com/download/terrain_generation.pdf One thing I've had a hard time finding good references for is a means for procedurally modeling the effect of glaciers on a heightfield terrain. River erosion is pretty well covered, and you get "V"-shaped valleys as a result of rivers. Glaciers behave differently, and their valleys tend to be more "U" shaped. I've tinkered with World Machine [http://www.world-machine.com/] and Terragen [http://www.planetside.co.uk/terragen/] to play around with terrain, but I'd like to be able to drive the whole process from within my games, and there are a few pieces that I'm not sure how I'd implement. Like glaciers. -Dave LeCompte