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1

I've thought about this, that is, creating matching heightmaps using diamond-square. I don't know how well this will work, as I've never tried implementing it, but here's my theoretical postulation: For every point along an edge, if the adjacent map portion exists, make the point equal to the adjacent edge point. What it looks like right now is that ...


0

In my own bit of code (just to learn procedural terrain generation), instead of trying to stitch together two maps (eg. two 64x64 maps), I create one larger map (eg. 128x128, which wraps), and then throw away the bottom portion. This leaves me with a 64x128 map that wraps horizontally but not vertically (which is what I want).


2

A hill like this could be created with the following algorithm: Start with a small circle in form of a regular n-gone (the mountain top). Create a larger "blob" on height 0 by taking the corner-vertices of the previous circle and move each one further away from the center by a random distance. every few iterations, interpolate new vertices on straight ...



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