Procedural terrain generation

check it out:

Thanks to sdfgeoff and his post

here is my own work so far

currently this only computes normals, but I think maybe we can use z height and some sort of system that checks the scale of the z height differnce to each neighbour, and vertex colors based on that, and maybe other factors?

then the vertex color needs to plug into something that generates nice splat maps, and then we will need to worry about how to pack that data into block files.