Designer Worlds: Procedural Generation of Infinite Terrain from Real-World Elevation Data

Ian Parberry · 2014

The standard way to procedurally generate random terrain for video games and other applications is to post-process the output of a fast noise generator such as Perlin noise. Tuning the post-processing to achieve particular types of terrain requires game designers to be reasonably well-trained in mathematics. A well-known variant of Perlin noise called value noise is used in a process accessible to designers trained in geography to generate geotypical terrain based on elevation statistics drawn from widely available sources such as the United States Geographical Service. A step-by-step process for downloading and creating terrain from realworld USGS elevation data is described, and an implementation in C++ is given.

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