Procedural Terrain Update
So I started a series before Christmas on generating and rendering procedural terrain at runtime. Between one thing and another, including ending up in hospital having surgery for appendicitis, I haven’t taken it any further. As the purpose of doing those articles then was to suit my Christmas mood, with it being nearly Spring, this is no longer the case. I’ve put the rest of that series on the back burner and am looking at a few other post ideas, particularly in C++.