Voxel Automata Terrain

A voxel cellular automata terrain generator by R4_Unit, written in Processing.

It uses the diamond-square algorithm, noise generation, and cellular automata rules to create voxel spaces.

A very general overview of how it works:

The basic idea is that you pretend you’ve drawn a certain level of detail of the image into a grid of voxels and you are now wondering how to make a twice as detailed image. You do so with a collection of rules.  First, you have a rule for how to fill in the center of a cube when you know all the corners, second you have a rule for filling in all the faces when you know the corners and centers, and then finally you have a rule for filling in the edges when you know everything you’ve filled in so far.  In this way, you can go from a voxel grid to one twice the size.  Repeating this many times gives you a large detailed voxel grid.   

Really detailed images are a bit slow, as you’d expect with a recursive generator like this, but the results are quite nice. And, of course, it’s all in Processing, so you can see the code and edit it yourself, if you like.

https://bitbucket.org/BWerness/voxel-automata-terrain/