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Author Topic: diamond-square midpoint displacement algorithm  (Read 858 times)
Description: an algorithm from the 80s
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claude
Fractal Bachius
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Posts: 563



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« 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


roughness factor 0.5


roughness factor 0.7


* diamond-square.c.txt (7.78 KB - downloaded 136 times.)
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