I just finished watching a live-coding session (from 2 years ago) by Inigo Quilez (ex Pixar), where he constructs an entire ray-marched landscape using only maths (mostly SDFs) in pure GPU shader code.<p>The stream: <a href="https://www.youtube.com/watch?v=BFld4EBO2RE" rel="nofollow">https://www.youtube.com/watch?v=BFld4EBO2RE</a><p>The demo: <a href="https://www.shadertoy.com/view/4ttSWf" rel="nofollow">https://www.shadertoy.com/view/4ttSWf</a>
I remember being blown away by something similar on the venerable Commodore Amiga in the early 90s. Can't remember the name of the app, but you'd adjust a few parameters and line by line a terrain may would appear.
I also enjoyed his similar series on generating a procedural city: <a href="https://www.shamusyoung.com/twentysidedtale/?p=2940" rel="nofollow">https://www.shamusyoung.com/twentysidedtale/?p=2940</a>
I don't think it was this tutorial, but something similar I did around 2006 after completing a year of games programming study. Generating noise as height maps, mapping height ranges for texture blending and creating these terrains had me hooked on programming. Sadly, web development was just a lot more lucrative, so I dropped C++ for C#, and only done games dev as a hobby every now and then. I love these kind of tutorials though, same with Open GL NeHe, Game Programming Gem books, GPU Gems, etc. Good times!
Yet another "Hey, this reminds me of a similar thing" contribution: Sean Barrett (of the STB header-only libraries fame) has a series of coding livestreams going over his OpenGL voxel rendering library and sort of turning it into a game:<p><a href="https://www.youtube.com/watch?v=kD93nsghj9A&list=PLMkT-w6m06QvQaGJKw7vRuPlnYJWczvPj" rel="nofollow">https://www.youtube.com/watch?v=kD93nsghj9A&list=PLMkT-w6m06...</a>
its interesting... but i do wonder how we went from planet scale and infinite terrains in the earlier 2000s and late 90s down to "lets just do one little square". granted this looks a lot prettier...