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Procedural Voxel-based Terrain

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I've been looking at all sorts of commercial and non-commercial solutions for terrain environments and nothing seemed quite right for what I wanted. After a LOT of "auditioning", I decided to roll my own custom solution.

Credit where it is due, scrawkblog.com was a great resource with code examples for getting into the guts of what I needed to do. I have a pretty deep background in rendering, but for the sake of expedience, a couple of algorithms were "borrowed" whole cloth, so thanks! :D...

Procedural Voxel-based Terrain

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