Internet Terrain Engines Page

This page contains a collection of links and information about terrain engines.
Last updated Jan 18, 2003, due to the large number of images on this page, it may take some time to load the page

Articles

Tools

Data

Implementations

Please note, if you want your engine listed let me know what you want for the fields, sometimes it is very difficult to determine the Algorithm and other info from a website.
A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

A

Action Forms/Massa

  • Algorithm: Heightmap
  • Type: Game Engine
  • Source: No
  • Render: OpenGL/D3D
  • Commercial: Yes
  • Platform: Windows
  • Notes: Limited to 1024x1024 cells
  • Author: Alexey Menshikov
screenshot

B

Blue Berry

  • Algorithm: CLOD
  • Type: Terrain Viewer
  • Source: No
  • Render: D3D
  • Commercial: Yes
  • Platform: Windows
  • Notes: Supports roads/trees/skies very nice.
  • Author:
screenshot

C

Charles Bloom's Terrain Engine

  • Algorithm: CLOD
  • Type: Demo
  • Source: No
  • Render: D3D
  • Commercial: No
  • Platform: Windows
  • Notes:
  • Author: Charles Bloom
screenshot

Chris Cookson's Terrain Engine

  • Algorithm: ROAM CLOD
  • Type: Demo
  • Source: Yes
  • Render: OpenGL
  • Commercial: No
  • Platform: Windows/Linux
  • Notes:
  • Author: Chris Cookson
screenshot

Cloud Engine

  • Algorithm: VOXEL
  • Type: Demo
  • Source: Yes
  • Render:
  • Commercial: No
  • Platform: Mac
  • Notes:
  • Author:
screenshot

D

Deer Hunter

  • Algorithm: Unknown
  • Type: Game
  • Source: No
  • Render: Unknown
  • Commercial: Yes
  • Platform: PC
  • Notes: From (Sunstorm Interactive)
  • Author:
screenshot

Digital Dawn Terrain Engine

  • Algorithm: ROAM Hybrid
  • Type: Terrain SDK
  • Source: Yes
  • Render: OpenGL
  • Commercial: No
  • Platform: PC
  • Notes:
  • Author: Alex Pfaffe
screenshot

E

Eagles

  • Algorithm: SLOD
  • Type: Helicopter Sim
  • Source: No
  • Render: 256 color
  • Commercial: Yes
  • Platform: PC
  • Notes: Some comparisons with helicoper sims. Horizontal view only.
  • Author:
screenshot

EasyScene

  • Algorithm: SLOD
  • Type: CAD
  • Source: No
  • Render: Unknown Multi CPU
  • Commercial: Yes
  • Platform: PC
  • Notes: Realtime display of CAD data.
  • Author:
screenshot

F

FlightGear

  • Algorithm: SLOD
  • Type: Flight Sim
  • Source: Yes
  • Render: OpenGL
  • Commercial: No
  • Platform: PC
  • Notes: Open Source project
  • Author:
screenshot

Fighter Dual 2

  • Algorithm: SLOD
  • Type: Flight Sim
  • Source: Yes
  • Render: OpenGL
  • Commercial: No
  • Platform: PC
  • Notes: Height Map
  • Author:
screenshot

Fractal Scape

  • Algorithm: ROAM
  • Type: Demo
  • Source: Yes
  • Render: OpenGL
  • Commercial: No
  • Platform: PC Linux
  • Notes: Height Map
  • Author: Bryan Turner
  • Author:
screenshot

G

Geomantics

  • Algorithm: Raytrace
  • Type: Visualization Engine
  • Source: No
  • Render: Image
  • Commercial: Yes
  • Platform: PC
  • Notes: Photorealistic rendering. Not Realtime.
  • Author:
screenshot

Gemini Realms

  • Algorithm: CLOD/ROAM
  • Type: Demo
  • Source: No
  • Render:
  • Commercial: No
  • Platform: PC
  • Notes:
  • Author:
screenshot

GenScape

  • Algorithm: Unkown
  • Type: Game Engine
  • Source: Yes
  • Render: D3D
  • Commercial: Yes
  • Platform: PC
  • Notes: Based on Genesis3D Engine
  • Author:
screenshot

Gizmo

  • Algorithm: realtime ROAM
  • Type: Game SDK
  • Source: Yes
  • Renderer: OpenGL
  • Commercial: No
  • Platform: PC Linux
  • Notes:
  • Author:
screenshot

GLEngine

  • Algorithm: Brute Force
  • Type: Demo SDK
  • Source: Yes
  • Renderer: OpenGL
  • Commercial: Freeware
  • Platform: PC Linux
  • Author: Jesse Laeuchli
  • Notes: Also renders planets.
  • Author:
screenshot

H

Heightfield

  • Algorithm: raycast
  • Type: Demo
  • Source: Yes
  • Renderer: Unknown
  • Commercial: No
  • Platform: PC
  • Notes:
  • Author: Alex Chalfin
screenshot

Heightfield

  • Algorithm: raycast
  • Type: Demo
  • Source: Yes
  • Renderer: mode 13
  • Commercial: No
  • Platform: PC
  • Notes:
  • Author: Mark Peter
screenshot

Hero's Journey

  • Algorithm: realtime isometric (2.5D)
  • Type: Game
  • Source: Unknown
  • Renderer: Unknown
  • Commercial: Yes
  • Platform: PC
  • Notes:
  • Author:
screenshot

I


Immerse

screenshot

J


K

Klaus Hartmann's Terrain Engine

  • Algorithm: ROAM CLOD
  • Type: Game Engine
  • Source: Yes
  • Renderer: D3D
  • Commercial: No
  • Platform: PC Windows
  • Notes:
  • Author:Klaus Hartmann
screenshot

L

Land Of Eden

  • Algorithm: Full Res Mesh
  • Type: Game Engine
  • Source: No
  • Renderer:
  • Commercial: Yes
  • Platform: PC Windows
  • Notes:
  • Author:
screenshot

LOD

  • Algorithm: CLOD Quad Tree
  • Type: Game Engine
  • Source: Yes
  • Renderer: OpenGL
  • Commercial: Yes
  • Platform: PC Windows
  • Notes:
  • Author:
screenshot

M

Mobile Infantry Recon

  • Algorithm: LOD
  • Type: Game
  • Source: No
  • Renderer: DirectX7 D3D
  • Commercial: No
  • Platform: PC Windows
  • Notes: Deformable terrain
  • Author:
screenshot

Morfit

  • Algorithm: Unknown
  • Type: Game Engine/SDK
  • Source: No
  • Renderer: OpenGL/DirectX
  • Commercial: Yes
  • Platform: PC Windows
  • Notes:
  • Author:
screenshot

N

NetImmerse Terrain System

  • Algorithm: Quadtree CLOD
  • Type: Game Engine
  • Source: No
  • Renderer:
  • Commercial: Yes
  • Platform: PC Windows
  • Notes: Nice description of algoritm
  • Author:
screenshot

O

OBVIO

  • Algorithm: LOD
  • Type: GIS
  • Source: No
  • Renderer: OpenGL/GLUT
  • Commercial: No
  • Platform: PC Windows
  • Notes: Deformable terrain
  • Author:
screenshot

Out

  • Algorithm: LOD
  • Type: Game
  • Source: No
  • Renderer: DirectX8
  • Commercial: No
  • Platform: PC Windows
  • Notes: Also supports shadowed trees and models.
  • Author: David Galeano
screenshot

P

Paratrooper

  • Algorithm: CLOD
  • Type: Demo
  • Source: No
  • Renderer: D3D
  • Commercial: No
  • Platform: PC Windows
  • Notes: Adam Moravansky generated terrain.
  • Author:
screenshot

Pierre Terdiman's Terrain Engine

  • Algorithm: CLOD
  • Type: Demo
  • Source: No
  • Renderer: D3D
  • Commercial: No
  • Platform: PC Windows
  • Notes:
  • Author: Pierre Terdiman
screenshot

Power Render

  • Algorithm:
  • Type: Demo
  • Source: No
  • Renderer:
  • Commercial: No
  • Platform: PC Windows
  • Notes: Shadows
  • Author:
screenshot

Pulsar

  • Algorithm: Voxel
  • Type: Demo
  • Source: No
  • Renderer:
  • Commercial: No
  • Platform: PC Windows
  • Notes:
  • Author:
screenshot

Q


R

Roettger Terrain Engine

  • Algorithm: QuadTree CLOD
  • Type: Research
  • Source: No
  • Render: OpenGL
  • Commercial: No
  • Platform: IRIX and Linux
  • Notes:
  • Author:
screenshot

Regiment

  • Algorithm: VOXEL
  • Type: Game Engine
  • Source: Yes
  • Render: DirectX/SDL
  • Commercial: No
  • Platform: Windows/Linux
  • Notes:
  • Author:
screenshot

S

Sacrifice

  • Algorithm: CLOD
  • Type: Game Engine
  • Source: No
  • Render: ?
  • Commercial: Yes
  • Platform: PC
  • Notes: Downloadable demo, uses alpha blending for terrain features. Realtime shadows.
  • Author:
screenshot

Scriptorium

  • Algorithm: VOXEL
  • Type: Research Paper
  • Source: Yes
  • Render: DirectX
  • Commercial: No
  • Platform: PC
  • Notes: Downloadable demo with nice essay describing the techniques used.
  • Author:
screenshot

Soul Ride

  • Algorithm: CLOD
  • Type: Game Engine
  • Source: No
  • Render: OpenGL
  • Commercial: Yes
  • Platform: PC
  • Notes:
  • Author: Thatcher Ulrich
screenshot

Stoked Rider

  • Algorithm: Procedurally Generated Perlin Noise.
  • Type: Game Engine
  • Source: No
  • Render: DirectX7
  • Commercial: Demo
  • Platform: PC
  • Notes: Part of a snow boarding game.
  • Author: Michael Putz
screenshot

Synaptic Soup

  • Algorithm:
  • Type: Game Engine
  • Source: No
  • Render:
  • Commercial: Yes
  • Platform: PC, Macs and Linux
  • Notes:
  • Author:
screenshot

T

T5

  • Algorithm: RTIN CLOD
  • Type: Game Engine
  • Source: No
  • Render: DirectX?
  • Commercial: Yes
  • Platform: PC
  • Notes: Pretty high quality, long range vistas with dynamic texturing.
  • Author:
screenshot

Terragen

  • Algorithm: Raytracer
  • Type: Visualization Engine
  • Source: No
  • Render: Image
  • Commercial: Yes
  • Platform: PC
  • Notes: Not realtime, public version available.
  • Author:
screenshot

Terra3D

  • Algorithm: Brute force mesh.
  • Type: Demo
  • Source: Yes
  • Render: OpenGL RealTime
  • Commercial: No
  • Platform: PC
  • Notes: Small demo.
  • Author: Steve D. Wortham
screenshot

Terrain Engine

  • Algorithm: 3D Mesh
  • Type: Terrain Editor
  • Source: Yes
  • Render: OpenGL
  • Commercial: No
  • Platform: PC
  • Notes: Not realtime .
  • Author:Antonio Ramires Fernandes
screenshot

TerraViz

  • Algorithm:
  • Type: GIS
  • Source: No
  • Render: ArcView
  • Commercial: Yes
  • Platform: PC
  • Notes: Realtime
  • Author:
screenshot

TerraVox

  • Algorithm: Voxel
  • Type: Demo
  • Source: Yes
  • Render: Software and OpenGL
  • Commercial: GPL
  • Platform: PC
  • Notes: Realtime
  • Author:Alex Champandard
screenshot

Thor's 3D War Machines

  • Algorithm: quadtree LOD TIN
  • Type: Game Engine
  • Source: Yes
  • Render: OpenGL
  • Commercial: No
  • Platform: PC
  • Notes:
  • Author:
screenshot

3D Game Engine

  • Algorithm: Brute forge
  • Type: Game Engine
  • Source: Yes
  • Render: OpenGL
  • Commercial: No
  • Platform: PC
  • Notes:
  • Author:
screenshot

Tread Marks

  • Algorithm: ROAM BinTree hybrid
  • Type: Game Engine
  • Source: No
  • Render: D3D
  • Commercial: Yes
  • Platform: PC Windows
  • Notes:
  • Author:
screenshot

Torqe Game Engine SDK (Tribes2)

  • Algorithm: Hybrid Quad Tree LOD
  • Type: Game Engine
  • Source: Yes
  • Render: OpenGL/DirectX
  • Commercial: Yes, inexpensive
  • Platform: PC Windows/Macintosh/Linux/OpenBSD
  • Notes: Part of a complete commericial quality Game Engine with many other features.
  • Author: GarageGames.com
screenshot

Typhoon

  • Algorithm: Quadtree based CLOD
  • Type: Demo Engine
  • Source: No, but downloadable demo.
  • Render: D3D
  • Commercial: No
  • Platform: PC Windows
  • Notes: Has reflections, trees, skydome. Realtime texture generation.
  • Author: Stefano Lanza
screenshot

U

Unreal Engine

  • Algorithm: Heightmap based
  • Type: Game Engine
  • Source: No
  • Render: OpenGL Realtime
  • Commercial: Yes
  • Platform: PC
  • Notes: Very high polygon count in the 100's of thousands.
  • Author:
screenshot

V

VGis

  • Algorithm: CLOD
  • Type: GIS Research
  • Source: Yes
  • Render: OpenGL Realtime
  • Commercial: No
  • Platform: PC
  • Notes: Visualize entire planet, good source for papers.
  • Author:
screenshot

VLP

  • Algorithm: SLOD
  • Type: GIS Research
  • Source: No
  • Render: OpenGL Realtime
  • Commercial: No
  • Platform: PC
  • Notes:
  • Author:
screenshot

VTerrain

  • Algorithm: CLOD
  • Type: GIS
  • Source: Yes
  • Render: OpenGL
  • Commercial: No
  • Platform: PC
  • Notes: Site has a lot of interesting terrain visualization information.
  • Author: Ben Disco
screenshot

W

WildTangent

  • Algorithm: Unkown
  • Type: Game Engine
  • Source: No
  • Render: D3D
  • Commercial: Yes
  • Platform: PC
  • Notes: Based on Genesis3D
  • Author:
screenshot

WinUFO

  • Algorithm: Voxel
  • Type: Demo
  • Source: Yes
  • Render: D3D
  • Commercial: No
  • Platform: PC
  • Notes: Based on Genesis3D
  • Author:
screenshot

X

XTerra

  • Algorithm: Quad Tree CLOD
  • Type: Game Engine
  • Source: Yes
  • Render: GLUT/OpenGL
  • Commercial: No
  • Platform: PC
  • Notes:
  • Author:
screenshot

Y


Z


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