Procedural Land Generation With C++
I experimented with building landmasses for game world though a series of semi-randomized volcanic events. These events, when repeated hundreds of thousands of times, created a series of highly unique continents and islands. The map data was written in a modular and easily callable format, and the program to render height maps uses OpenGL in C++.
These heights are recorded as part of a larger map object, which can hold resources, quests, and even detailed data about visual decorations (such as trees or stones). This allows a small development team to delegate the placement and building of game worlds to a computer.