2D Terrain generation using midpoint displacement
bitesofcode.wordpress.com
bitesofcode.wordpress.com
And for a 3d example: https://goo.gl/images/JpSXTW
edit: a friend of mine wrote a game called dragon strike with terrain gen and I can't remember any real interactive 3d being done on a PC before that: https://extralives.files.wordpress.com/2013/09/dragonstrike_...
I'm sure there was prior art in some other pc game, maybe someone remembers...
DragonStrike is most like a flight sim, of which the Microsoft Flight Simulator series dates back to 1976-77(for 8080 and Altair!), with FS 3 and 4, from 1988-1989 being most like DragonStrike in terms of tech. Contemporary examples within other genres include: Arctic Fox. M1 Tank Platoon, F-15 Strike Eagle II, Midwinter, Carrier Command, Stunts, and Test Drive III. "Flight sim" style 3D, with wireframes, flat polys and some sprites, was considered the main way to do interactive 3D for a long time, with each renderer having to pick and choose which details to focus on - the most common compromise being to impose heavy distance fog in order to convey detail in screenshots.
In the arcade, flat-shaded, color 3D was done in Atari's I, Robot in 1983! One year later, a simplified raytrace model was used to prerender terrain lighting for Marble Madness - a subtle solution to a problem that otherwise would consume a lot of artist time. Most of the 80's in arcades was dominated by sprite-scaling games with pseudo-3D road engine hardware like Outrun and Space Harrier, though. Wolfenstein 3D and Doom are in many ways more in the pseudo-3D genre than the flight sims, since they exploit a very specific hack with raycasting that gives decent quality and flexibility.
Edit: Wolf3D style raycasting was purportedly used in Alternate Reality: The Dungeon in 1986. You wouldn't know it at a glance, though, since it's a slow-paced RPG where your view is glued to 90-degree angles and snapped to the horizontal center of the grid cells.
iRobot was awesome, but to be fair it would have never been possible with only a general purpose cpu.
so many of those games showed great skills in optimization and design.
In fact his algorithm is one way to get a Brownian bridge.
Anyway, it's a nice article. I like the graphs with the different values of the displacement decay powers. It's probably also well known, but the comparison is nice.
From a phone, sorry about upside down: http://m.imgur.com/JGCpnIu
A snippet from "Science of Fractal Images"
But yes, the "pick your dimensionality, randomly adjust the height in the middle, then recurse" approach is very standard.
It's a useful technique in the procedural generation toolbox. Hardly ridiculous at all.
Though to be fair, it's not only procedurally generated terrain that's wildly unrealistic in most 3D games. For the vast majority of games (except for, like, Arma), you'd think that the designers had never been outdoors.