
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...)











