I like terrain engines alot and have been inspired by the numerous ways
people go about generating 3d worlds.
All the engines shown were written with OpenGL, however, the ICD
implementation on my ATI Rage Pro doesn't always give me the results I
You can find these screenshots at my web site
(http://www.flyingislands.co.uk), plus downloads including the source code
which is there for peoples use under the terms of the GNU public license.
There are alot of buzzwords going around in the 3D engine forums such ROAM
etc. though I found the ROAM algorithm to be a bit too complicated to
implement easily so in the end I settled for a quadtree algorithm. The
screenshot on the top left is from my LOD program which utilises a quadtree
style algorithm. There is also a link to a paper on the subject at the
relevant page on my site. The program could probably do with geomorphing and
some other additions.
Two of the other screenshots (top right and bottom left) are from an engine
called Caladan. A terrain engine with tiled textures, rolling oceans and
some imported ASC objects. :)
The one on the bottom right is another terrain program that I'm working on.