Lately I've been putting together a relatively short technology demo written in C++. (It's using OpenGL right now, but I might switch it to DirectX) So far the demo pretty much just loads a heightmap, loads a texture for that heightmap, and allows you to move around the area in full 3D.
The heightmap itself is just a regular 2D bitmap that I generated with "Solid Noise" using GIMP 2.
The texture you are seeing on the terrain was created by a program that I wrote today which was based on an article I found over at flipcode. Basically, it takes a series of textures, what height you want each texture to start at, what height you want each texture to end at, the heightmap itself, and then blends all of the textures together based on the said heightmap. The entire program takes several seconds to create the texture, so instead of saving and loading the texture, I might just have the demo itself generate it, and load it into memory.
As this is a WIP, there are other things I plan to add:a more detailed texturing approach, a dynamic cloud system, better collision detection, and possibly a Quad Tree for space partitioning.
Credit for the textures I used in my generator goes to: MaDaVentor (rock and sand), PedHead (grass), and SAJN_Master (snow).
The heightmap itself is just a regular 2D bitmap that I generated with "Solid Noise" using GIMP 2.
The texture you are seeing on the terrain was created by a program that I wrote today which was based on an article I found over at flipcode. Basically, it takes a series of textures, what height you want each texture to start at, what height you want each texture to end at, the heightmap itself, and then blends all of the textures together based on the said heightmap. The entire program takes several seconds to create the texture, so instead of saving and loading the texture, I might just have the demo itself generate it, and load it into memory.
As this is a WIP, there are other things I plan to add:a more detailed texturing approach, a dynamic cloud system, better collision detection, and possibly a Quad Tree for space partitioning.
Credit for the textures I used in my generator goes to: MaDaVentor (rock and sand), PedHead (grass), and SAJN_Master (snow).