I'm not sure, though I believe you could. I opened up a wavefront object file with a text editor to see the format, and indeed you can read it to a degree. However, it's not as sensible as object 700 format, which is why I didn't go for it right away. A project for a different time, maybe?
Anyway, I'd assume it would open and compile with any C++ compiler, so devc++ certainly should work, and it did, too!
Thus, after all that, all it needs is a better elevation algorithm and it will be much better. That might have to wait, though. With the other things I need to finish up, this might be what I turn in.
EDIT:
Yalp. Turned it in.
Also, playing with some terrain derived from an output mesh. Even though the algorithm to date is uber-simple, the randomness of the mesh means a few stretches of the verticies here and there can result in a tremendously organic-looking piece of land. Just start draging things about and you'll soon have a nice piece of 3D artwork... maybe. This is one of the few instances where subdivisions are not only practical, but perhaps necessary to achive a level of realism. After the initial stretching of the terrain, I'll subdivide it, reduce it, then subdivide and reduce again. Because subdivisions + reducing operations produce non-uniform triangles, this helps the landscape become more random and thus hopefully more realistic.
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