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	<title>Daniel&#039;s Musings &#187; terrain</title>
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	<link>http://daniel.lubarov.com/blog</link>
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		<title>Rendering infinite terrain</title>
		<link>http://daniel.lubarov.com/blog/rendering-infinite-terrain/</link>
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		<pubDate>Mon, 23 Aug 2010 01:46:58 +0000</pubDate>
		<dc:creator>Daniel</dc:creator>
				<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Graphics]]></category>
		<category><![CDATA[Java]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[terrain]]></category>

		<guid isPermaLink="false">http://daniel.lubarov.com/blog/?p=64</guid>
		<description><![CDATA[After trying a few approaches, I came up with a method for rendering infinite terrain which I&#8217;m pretty satisfied with. In a nutshell, I use the floating point variation of Perlin noise for the heightmap. Originally I had tried using a variation on the diamond-square algorithm which mapped any pair of integers to a height [...]]]></description>
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		<slash:comments>9700</slash:comments>
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		<title>Animats v0.00001!</title>
		<link>http://daniel.lubarov.com/blog/animats-early-screenshots/</link>
		<comments>http://daniel.lubarov.com/blog/animats-early-screenshots/#comments</comments>
		<pubDate>Fri, 20 Aug 2010 03:29:25 +0000</pubDate>
		<dc:creator>Daniel</dc:creator>
				<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Java]]></category>
		<category><![CDATA[terrain]]></category>

		<guid isPermaLink="false">http://daniel.lubarov.com/blog/?p=56</guid>
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		<title>Terrain Generator</title>
		<link>http://daniel.lubarov.com/blog/terrain-generator/</link>
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		<pubDate>Fri, 25 Dec 2009 08:36:17 +0000</pubDate>
		<dc:creator>Daniel</dc:creator>
				<category><![CDATA[Java]]></category>
		<category><![CDATA[generation]]></category>
		<category><![CDATA[terrain]]></category>

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		<description><![CDATA[I wrote a terrain generator in Java the other day, inspired by several discussions. Here are some screenshots: The algorithm is roughly as follows: We start with a map comprised of large blocks. The default block size is 64 by 64. The state of each block (land or water) is entirely pseudorandom. Repeat until all [...]]]></description>
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