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. :/