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Interesting. Those branchy ridge shapes look a lot like Diffusion-Limited Aggregate patterns. But then, I guess they didn't call it "universality" for nothing :)

They also reminded me a bit of GIMP's "Solid Noise" rendering with the "Turbulence" setting switched on. I rendered one, and turns out it doesn't quite look as good (cough), but now I wonder whether this would give a bit more realistic height map: http://imgur.com/oRlZ191

On the other hand, like you say, for terrains for videogames are always best generated by taking any of these algorithms, and mercilessly tweaking the parameters, post-processing, etc until it just looks sufficiently good. Actual physical realism comes into second place (and it should, like most game physics).




I've been working on a WebGL terrain engine recently -- you can try it out and switch on the "Turbulent" flag to see the results :)

https://icecreamyou.github.io/THREE.Terrain/


Using a noise function I produced similar turbulence once. Here was my result (it does, IMHO, look a bit better than vanilla noise):

http://www.gavanw.com/uploads/9/5/4/0/9540564/4868178_orig.p...




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