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// Copyright 2019 Diggory Hardy
//
// Licensed under the Apache License, Version 2.0 <LICENSE-APACHE or
// https://www.apache.org/licenses/LICENSE-2.0> or the MIT license
// <LICENSE-MIT or https://opensource.org/licenses/MIT>, at your
// option. This file may not be copied, modified, or distributed
// except according to those terms.
//! Terrain tools
/*
For now, we will focus only on simple height-maps.
Input source:
- load from image data
Procedural sources:
- flat
- noise
- fractal algorithms
Optimisation:
- cull unnecessary triangles: http://www.shamusyoung.com/twentysidedtale/?p=142
Peter Lindstrom's paper: Terrain Simplification Simplified, May 2002
References:
- https://14mul8.wordpress.com/2018/10/13/procedural-terrain-generation-part-2-midpoint-displacement-algorithm/
Covers fractal generation via the mid-point displacement algorithm.
- http://www.shamusyoung.com/twentysidedtale/?p=143
- optimisation pp 2, 4-5
- textures pp 3, 7-9
- source: Terrain
*/