Tech/LxEngine/Samples/Cube Terrain
From Athile
Notes
Terrain based on height maps. Procedurally generated. 64x64 cells of heights. Each height then has transition type to the adjacent cell: this can indicate extreme steepness, gradual blending, etc. The resulting mesh is at least 64 x 64 quads, but likely is more like 320x320 quads where each cell creates five quads to handle the transitions.
The terrain is multi-textured. Textures are determined by the exposure and water available at that point.