The goal of this thesis is to review the techniques used in the past to make procedural contents. More specifically it aims to show and study classical methods on how to create procedural terrain. Building on this knowledge I present an algorithm on how to create a dynamically deformable 3 dimensional terrain model, which can be generated in real time. Further requirements are that the terrain should look realistic and has to be capable of containing natural shapes like caves, archs or overhangs, which are hard to do with classical algorithms.
In the second part I present a program as an implementation of my algorithm. I discuss the used techniques and data structures which are needed to understand it. Based on this program I analyze the general requirements of such terrain generation systems. Then I overview how does my solution measure up to them. Finally I conclude with showing how my program can be developed further and I take a look at how others have tackled the same problems I found.