Title: diamond-square midpoint displacement algorithm Post by: claude on May 25, 2017, 05:52:50 PM I found this a good introduction to the diamond-square midpoint displacement algorithm for 2D terrain heightmap (or cloud texture) generation: http://www.gameprogrammer.com/fractal.html I implemented an extension to 3D. C99 source code attached. Here it is rendered in slices, thresholded with edge-detection on the histogram-equalized voxel space, perhaps could be useful for generative cave systems or similar worlds: roughness factor 0.3 (https://mathr.co.uk/misc/2017-05-25_diamond_square_3d_03.gif) roughness factor 0.5 (https://mathr.co.uk/misc/2017-05-25_diamond_square_3d_05.gif) roughness factor 0.7 (https://mathr.co.uk/misc/2017-05-25_diamond_square_3d_07.gif) |