Procedural Terrain Resources

I keep finding fantastic resources for procedural content generation. I also keep loosing that information. I have decided to create a post that will contain all the information that I have found on certain topics. This post might get large as I add to it in the future. If I break down an algorithm or implement one, then I will create a new post for it and link to it from here. Hopefully this will work better than my browser bookmarks, which have gotten far to messy.

Webpages

http://www.gameprogrammer.com/fractal.html

  • Midpoint Displacement in One Dimension
  • Height Maps
  • The Diamond-Square Algorithm

http://gamedev.stackexchange.com/questions/13819/procedurally-generated-terrain-map-blend-transitions-between-terrain-types

  • Idea for painting a height map with a gradient texture instead of programmatically

http://stackoverflow.com/questions/6316923/on-the-fly-terrain-generation-based-on-an-existing-terrain

  • Height maps with level of detail using perlin noise

http://www.kuxas.com/32/a-simple-terrain-model.html

  • Iterative Midpoint Displacement demo in One Dimension

http://www.saltgames.com/?p=184

  • Method for painting tiles on platform type maps and top down strategy maps
  • PixelArt and Bitmap graphics