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Random Terrain Generation
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The previous poster mentioned heightmaps. There are many ways to generate a random terrain heightmap. One common technique is the diamond-square algorithm. A less-common technique is the fault/crater algorithm. A tutorial on both of these subjects is available here: http://www.lighthouse3d.com/opengl/terrain/. Another technique is to use Perlin noise. There''s a nice tutorial on Perlin noise here: http://freespace.virgin.net/hugo.elias/models/m_perlin.htm. There''s also a site about generating terrain at http://www.geocities.com/Area51/6902/terrain.html which has links to many other papers, articles, and tutorials. Both Perlin noise and the diamond-square algorithm fit into the larger category of Fractal Brownian Motion, or FBM. You may want to try a search or two on Google on FBM; you may find more useful information.
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