Low-Memory modifications to TerraMonkey for Android

More progress: much better terrain generation from stacked noise functions, colorized terrain, better normals, … and source code, for what it’s worth at this point in the development. Consider it a pre-alpha prototype.

Here’s a video of a practically infinite terrain (8192 km^2) generated by my modifications to this package. The terrain engine obviously still has a lot of work to go, but it functions as a good picture of what the noise functions output.

Terrain Noise on Youtube

The stuttering every second or two is from fraps, not the engine. Laptop hard drives are not that great at streaming writes.

Here’s the source for the terrain engine and all. Don’t laugh at the terrain code, it’s still got a ways to go, but the Noise stuff is pretty solid.

Source Code

It’s a jMP project, so you should be able to play with it in jMP directly.

See this forum post for more information on the noise functions.

“Sorry, the page (or document) you have requested is not available.”

I’m guessing you forgot to change the share settings.

Try now. I changed from “anyone with the link” to “public”.

I’ve settled on the name MonkeyHorizons for my terrain engine. It’s evolving down a separate path than TerraMonkey, so it’s becoming its own project.

I thought it was time for an update. Simple splat texturing has been added, lots of stability and accuracy issues have been fixed, and general improvements to the interface. Here’s the eye candy:


What’s next? Skirts for each patch to get rid of the remaining pinholes due to accuracy issues. A heightmap noise basis - the next demo will be a 1000m resolution DEM of North America (8192x8192) with procedural noise added to keep it interesting up close. Also in the plans: more configurable splat texturing.