SimpleHydrology
sift3
SimpleHydrology | sift3 | |
---|---|---|
11 | 5 | |
571 | 8 | |
- | - | |
1.3 | 0.0 | |
about 1 year ago | almost 4 years ago | |
C++ | C++ | |
- | - |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
SimpleHydrology
-
Relief-Shaded Procedural DEMs
This was generated using an erosion simulation (source-code: https://github.com/weigert/SimpleHydrology).
-
Tree-particles and rivers (with graphic improvements)
You can find the code here: https://github.com/weigert/SimpleHydrology
-
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).
-
A nice meandering river seed...
Full, updated and cleaned code now available here.
-
Meandering River Erosion Simulation
The full code is available here. Written in C++ with TinyEngine.
-
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.
-
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.
-
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!
-
More sped-up procedural hydrology (cause it's fun to look at)
Sure, full source here.
-
...I'm back to simulating erosion again...
Sure, I can outline some basics. You can also read this thread for a small discussion.
sift3
- I'm working on a file manager with tags, it's in early development and I would love your feedback!
- Organize / Visualize files as Graph or Table using their folder structure
- Huge amount of files: Software for automatically sorting files (move into (sub) folders according to meta data (Dropit, File juggler, Robobasket, etc)
- Collections of different files
- How do you organize event photos vs "everyday" ones?
What are some alternatives?
world - A set of tools for wide world generation and manipulation
territory - 3D rendered proc-gen world test. C++ homebrew voxel engine for agent-driven prodedural generation / world simulation
TinyEngine - Tiny OpenGL Wrapper / 3D Engine in C++
sprator - A GUI application to generate random sprites and export as icon.
erodr - An implementation of Hans Theobald Beyer's algorithm for simulated hydraulic erosion
SpookyGhost - A procedural sprite animation tool made with the nCine
Planet-Generator - A procedural planet generator addon for Godot with terrain LOD.
SideFXLabs
vengi - free and open source voxel art tools - editor, thumbnailer and format converter
zswap-cli - Command-line tool to control zswap Linux kernel module options
exiftool - ExifTool meta information reader/writer