It procedurally generates infinite persistent terrain. It currently features a heightmap algorithm based on perlin noise, textures dynamically blended based on slope and altitude, per-pixel lighting and multiple layers of detail and normal mapping. I've also tried to create a realistic atmosphere and day/night cycle. This will be a core technology in a game I have planned.
Playable Browser Demo (due to changes in chrome plug ins such as Panda 3D no longer work)
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Shader Control default

Terrain texture balances can be changed on the fly. This built in control demonstrates the capability. Note that these screen shots are from before I implemented of normal mapping and detail texturing in the shader. That's why they're so much uglier.