Twirl! - Terrain World Generator

Creation:
   
This project is the spiritual successor to Whirl! but is not built directly upon the same codebase as it. I've always had the idea of procedurally generating terrain to alleviate the tediousness of creating terrains manually. After graduating from college I found that I had ample time on my hands to finally realize the goal of an automated terrain generator that's compatible with Unreal!

Abstract:
    


Members:
    Pcube - Lead coder, Twirlin' terrains!
    Jackrabbit - Bug testing, feature proposal, Twirlin' words!
    Dante - Feature proposal, Twirlin' landscapes!

Progress:
    Twirl is in a 1.0 (read "beta") state, but is functional. The codebase is pretty good with the exception that I should probably introduce a couple more managers and possibly implement quaternions if I want to turn Twirl! into something more real-time. Also, it seems that freeglut (the windowing API that Twirl! uses) uses 100% cpu upon events? I may unfortunately need to reconsider using freeglut if I can't find a solution. :/


    I've got interesting plans for Twirl! and plan to add some more algorithms/options for users, but before making the GUI more friendly I will have to settle upon an API.

Previews & Downloads:

    Twirl can be downloaded here (v1.0): I'm Twirlin' It!

Link @ the Temple of Time
(above: an example terrain that was procedurally generated with Twirl!)