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Small application used for procedurally generating a terrain for a one-level 2D tilemap. Makes use of "ant" style algorithms for randomly generating the terrain. It's made in VB.NET: Idea is for others to reproduce the algorithms in their language / game engine of choice.
Using a cuda implementation of the fft transform I plan to create a ocean heightmap coupled with a terrain heightmap where ocean wave size is affected by depth etc. And if time permits a simple raytracing shader to evaluate ocean depth and color accordingly. Just started on this, more to come... See http://www.gruvstad.com/projects/
After tried some terrain generator programs like World Machine, I was dissatisfied for two reasons: they can't run or run in a limited way in my favorite platforms (Linux and Mac), and they don't use modern geomorphology concepts that could enrich their fractal generated terrains. With this project I'll try to: 1. Construct some modules that can be used over previously generated terrains 2. Be a minimal platform to generate basic terrains The code base will use well known synthetic noise and fra