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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 ...


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).


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 ...


Ray-casting into the height map on the CPU will likely be much faster with proper optimizations and it wont unexpectedly fail (eg: due to some odd driver rounding issues on a rare-ish laptop chipset creating a few angry customers.) Either of those solution would work but reading a texture or frame (or any data) from GPU RAM is extremely slow (relatively ...

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