I’ve released the source code to Poseidon, a 3D procedurally generated video game I wrote while studying at Bangor Univeristy. This was my first real attempt at C++, and I think it went quite well.

An example of alpha-blend for water and shading effects along with an efficient implementation of the diamond square algorithm for procedural generation of terrains. The usage of alpha-blended fog while applying a limited rendering distance to improve performance (soft capped at 60fps).

You can check out the source code at Github, or download everything (92.9mb) [ MD5 (Poseidon.zip) = b40645d67244d85e5f78964969f99449 ].