Procedural Terrain Generation
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.