any good tutorials about procedural terrain generating /prog/? I am currently particularly interested how rivers can be generating, how do the affect the terrain.
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Anonymous2011-12-26 6:37
I'd say just look for more efficient ways of getting the information you want to be created.
You can look at procedural vs pseudorandom vs random, usually there's not a clear distinction with the first two in terms of dynamic content.
Completely unrelated (but I'm thinking of it for some reason), the way Valve does their lettering and spray/label/sign texturing is actually very inventive, like they use two 32x32 images to come up with sharp high-resolution vector images.
Also maxes are an interesting bit to look at if you're into that stuff, as well as cellular automata.