Terrain generation & rendering
Procedural terrain generation, as well as terrain rendering, is another old favorite of mine. This little page will try to keep track of various terrain-related things I did.
Rising Force (Atari ST, 4096 dots / 30 Hz / 16 colors)
Blood (Atari ST, 5199 dots / 60 Hz / 4 colors)
Neptune (Dos, voxels)
Cellular landscape (persp view) (Windows, DX7) Cellular "Worley" noise from Siggraph'96.
Cellular landscape (top view) The water was moving and interacting with coasts.
Chunk LOD (Windows, DX7) Thatcher Ulrich's code ported to DX7, and with a sky box.
Scattering 00 (Windows, DX9) Thatcher's code ported to DX9, using vertex and pixel shaders.
Scattering 01 Light scattering adapted from the famous GDMag terrain demo.
Scattering 02 This is the "river blue" dataset, with a 16K * 16K texture stored in a texture quadtree.