I am looking for an example of first-person-perspective 3D terrain produced procedurally (i.e. randomly according to certain mathematical functions). I took a look on youtube but only came up with scenery generated in Unity, which is for scenes that take much too long to generate and render as a game. The terrain does not have to be editable or destructible, and the detail level does not have to be on par with BF3 or anything like that. It would be nice if the example generated terrain around the user, and then generated new terrain on an "as needed" basis (like how Minecraft does). It doesn't have to be a functional game, just a proof of concept.
I have not seen a example demos like this or even near like this. As FM87 said, if this was already created, you would most indefinably found tons of examples then.
Proccedurally generated terrain needs units to go by. In the case of Minecraft and most proccedurally generated terrains the units happen to be voxels. It could be done with smooth terrain but it would be a hell of an algorithm to code.
I've seen people generate the game with blocks then smooth it out during rendering. That way you can destroy the terrain as blocks but it renders like normal games.
In fact, the block-based procedural terrain is a relatively recent development. Non-voxel methods have been around for quite a long time and a lot of the techniques for generating a finite amount of terrain are not terribly difficult to extend to streaming arbitrarily large amounts of terrain.
In fact a lot of the underlying techniques for voxel terrain are pretty much the same as non-voxel terrain, the only real difference is how the underlying noise functions are sampled into geometry.
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Never attribute to malice what can adequately be explained by incompetence.
Does such an example exist?
You can also read the blog for some of the more interesting technical details:
http://outerra.blogspot.com/
There's also articles from over a decade ago:
http://www.gamasutra.com/view/feature/3098/a_realtime_procedural_universe_.php
In fact, the block-based procedural terrain is a relatively recent development. Non-voxel methods have been around for quite a long time and a lot of the techniques for generating a finite amount of terrain are not terribly difficult to extend to streaming arbitrarily large amounts of terrain.
In fact a lot of the underlying techniques for voxel terrain are pretty much the same as non-voxel terrain, the only real difference is how the underlying noise functions are sampled into geometry.