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Comments (13)
- pixl97I enjoyed Dwarf Fortress random map generation because it simulated erosion pretty well. Small creeks started in the mountains and flowed to the ocean getting larger as it went. Deep valleys and waterfalls too in places made for interesting maps.Be interesting if we can start getting 3D games with random maps that are realistically generated and have interesting features in the future.
- runevisionThe blog post and the companion video (and shader source code) explain an erosion technique which emulates gorgeous branching gullies and ridges without simulation, while still allowing every point to be evaluated in isolation, which means it’s fast, GPU-friendly, and trivial to generate in chunks.
- spartanatreyuYou can play with the interactive example here: https://www.shadertoy.com/view/sf23W1Click and drag your mouse around the preview to see how fast it runs
- catapartTruly fantastic work! "Holy Grail" is right! Terrain generation just got an upgrade so the tooling is about to start producing some really beautiful results in real time. That's going to be a blast to work with. Thanks!
- davidaneksteinThank you for writing this up, it was great to see all of the comparisons. Very well put together!
- p1neconeBeing able to process separate chunks in parallel is the killer feature for any procgen algorithm - nice.
- brcmthrowawayAny remember the 90s software Terragen and Vue3d?
- renewiltordGreat write-up. Results are quite stunning.
- bananaboyAmazing work!
- nullcmight be fun to try to find parameters that agree well with the statistics of hi res lidar data, perhaps conditioned on geological maps. E.g. describe a geological history with layers of different formations and a pattern of uplift, and get a terrain which agrees with it statistically.Without simulating erosion you're not going to get a faithful recreation of any particular geological history, but you could get something that looked consistent by virtue of being consistent with the statistics of that topography.