Dynamic Level Generation

GeoControl introduces a new system for terrain generation: The Dynamic Level Generation.

Most terrain generation is based on subdivision or noise algorithm. The generation starts every time with a small area, 2*2 pixel. Subdivision generators now subdivide this area and add new points with a random factor. Perlin noise generators strecht this area to the entire size and add more "layers", with more points and then combine this layers.
So subdivison is not new. GeoControl uses a L-System based subdivision, the subdivision with the highest realism and lowest artefacts.
New is, that the user can control every level of the subdivision process, starting at a level of 8*8 points. This is the most thinkable control ever.
All filters, the fluvial erosion and the noise generation itself, can be controlled through the whole generation process.
This enables totally new filters - the GeoControl "terrainshape" filters. It never was so easy and so fast, to change a landscape from ridged mountains to rolling hills.
Combining different filters, noise roughness or erosions at different levels opens a totally new wide range of landscape generation.For example you can give a ridged landscape the surface of rocky hills, or the opposite.You decide, how the details envelope.The possibilities are nearly endless and there is much space for new experiments.

Dynamic Level Brush

Based on the Dynamic Level Generation the brush was developed.

The greatest problem with the well known brushes is, that they themselve do not produce the typical terrain like structures. They only manipulate these structures and during a deeper manipulation the typical terrainstructures are overwritten by the form of the brush, a smooth square or cycle.
So a totally new approach was choosen: A brush, which produces this typical structures. After many tries, I decided, to use the generation procedures also for the brush, and the complete level generation was transported to the brush.
The brush size "decides", in which level the brush manipulates the terrain. All following levels are based on this level, and so only this one level is manipulated.So far, this brush was able to do the typical actions, like rising or slope reducing.
But having done this step, it becomes clear, that this brush could do much more.The generation of the following level were no longer dependent from the general generation process, but could be changed with the brush.
So the brush manipulates the points in the specific level and then generates a new terrain, based on this points, and integrates it into the existing terrain.
The integration was a great challenge and took very much time, but at least, it was solved.

To be true, this brush is so different from the known brushes, that it may take a bit time, or reading the brush tutorials, to get mastered the whole power, but together with the Dynamic Level Generation this brush offers more flexibilty and control over the entire terrain then ever before.