Andrew A Pope

Procedural Terrain Generation

Screenshot from terrain generation project

This project was written in Python, using the PyOpenGL library, by Jordan Haber, Sam Johnson, and myself. It was designed as part of a game engine, to randomly generate and render a world map. The world map is broken up into tiles which are generated using the diamond-square algorithm followed by an erosion algorithm. For each tile, a texture is created by combining several base textures. All of this is loaded into OpenGL, which will then render the scene, multiple tiles at a time. There are controls to move throughout the world, and new tiles are rendered in realtime. The code is available on GitHub.