Description This is what my Visual Basic terrain engine currently looks like. It generates a random height-map and tiles it with textures. The textures are chosen on the basis of how high the tile is, and how steep it is, as well as the tiles next to it. This results in rocky tiles on the steep parts, snow tiles on the high parts, and sand tiles on the low parts. Each tile has four textures applied to it: the base texture, and parts of the three neighboring textures in order to blend the borders between tiles.
Right now the only thing you can do is fly your little 3DS model around the terrain. Currently there are no trees or anything, although this would be simple to add since the billboarding code is already done. The physics engine however works (the vehicle can go faster downhill than uphill, friction and air resistance are accounted for, etc...)
Did you told taht that was made on VB6?
I looks quite impresive...I am planing to start a mmpmorg....
What are you plans for that nice terrain program?
Well if you are interested just tell me...
The terrain is rendered pretty much entirely in Visual Basic 6, although parts of the rest of the program are done in a DLL written in C++ with occasional asm. It can render in Direct3D or OpenGL. I was going to make a game out of it, but I haven't had much time to continue.
Right now it's available with source (not that it's commented or anything) on my temporary website (http://dyerseve.dyndns.org:8081/jeeboland/ right now thats hosted on my home computer, but I'll move it to a real server sometime). You can mess with it if you want, just give credit if you actually use any of it.