Phase one
And in a feat not seen since the last time I took time off work, I have completed the first part of my project. I now have a procedurally generated line. Oh the excitement is palpable!
The above montage demonstrates each step taken in the production of the resulting horizon line. Each step uses the same simple algorithm which is the whole point of content generation. Even using the terrible random number generator provided by the standard C++ libraries seeded with the current time can produce nicely different results. Another excellent point of procedurally generated content is that a better RNG gives a larger spread of results, while clamping the seed to a known value allows you to use the same simple small algorithm to reliably create large reproducible data sets; be that images, sounds, or meshes.
These two images show how with even a very small difference in seed on a very poor RNG, the differences are quite noticable.


