SimpleHydrology
Planet-Generator
SimpleHydrology | Planet-Generator | |
---|---|---|
11 | 2 | |
571 | 193 | |
- | - | |
1.3 | 3.0 | |
about 1 year ago | 8 months ago | |
C++ | GDScript | |
- | GNU General Public License v3.0 or later |
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SimpleHydrology
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Relief-Shaded Procedural DEMs
This was generated using an erosion simulation (source-code: https://github.com/weigert/SimpleHydrology).
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Tree-particles and rivers (with graphic improvements)
You can find the code here: https://github.com/weigert/SimpleHydrology
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Island River Map
SimpleHydrology now supports infinitely large maps. This was solved by making a memory pool for all map properties, requesitioning buckets for individual map-nodes and rewriting the erosion code to run on these chunks. The limit is really your memory now (and patience).
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A nice meandering river seed...
Full, updated and cleaned code now available here.
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Meandering River Erosion Simulation
The full code is available here. Written in C++ with TinyEngine.
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Meandering Rivers by Momentum Conservation
I have been playing with my SimpleHydrology system [Github Link] over the holidays and decided to implement momentum conservation for the particle-based erosion system. This, together with some minor parameter tweaks, lets me get nice meandering river behavior.
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Simulated Wind over Terrain
This is a simulation of wind flow over procedural terrain using my own GPU accelerated implementation of the lattice boltzmann method. All implemented and visualized in TinyEngine (by me). Terrain generated using SimpleHydrology (also by me). The source for this is not released (yet!). This scene is 100% procedural.
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Improved Wind Simulation over Procedural Terrain [WIP]
With a better visualization of the streamlines, some performance optimization and nicer procedural terrain (generated using SimpleHydrology) this looks really nice!
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More sped-up procedural hydrology (cause it's fun to look at)
Sure, full source here.
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...I'm back to simulating erosion again...
Sure, I can outline some basics. You can also read this thread for a small discussion.
Planet-Generator
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Threaded Dispatch Queues script/addon to run methods asynchronously without worrying about Thread management
Looks nice and clean, I might use this as inspiration for a multithreaded job queue I'm working on in a project of mine.
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I've been trying to implement a LOD system for planets, after many hours of coding and debugging I finally have something.
I do, here are some of the sources I used, but first you should probably check this project by u/Ignatiamus: link. If you want to check out my project it's here, although I wouldn't recommend it as the code is very sloppy and poorly documented.
What are some alternatives?
world - A set of tools for wide world generation and manipulation
godot-lod - Level of detail (LOD) add-on for Godot 3.x (GLES3 and GLES2)
TinyEngine - Tiny OpenGL Wrapper / 3D Engine in C++
godot-3-demos - Dozens of free and open source demos for the Godot game engine, version 3. Head to the link below for newer demos for Godot 4+
erodr - An implementation of Hans Theobald Beyer's algorithm for simulated hydraulic erosion
godot-sponza - Sponza demo for Godot 3.x (`master` branch) and 4 (`4.0-dev` branch)
sift3 - Repository sifter and hardlinker
godot-appwrite - Godot Appwrite Integration
vengi - free and open source voxel art tools - editor, thumbnailer and format converter
Realistic-Atmosphere-Godot-and-UE4 - A realistic atmosphere material for both the Godot game engine and Unreal Engine 4
sprator - A GUI application to generate random sprites and export as icon.
GodotMono-InfiniteTerrain