SimpleHydrology
sprator
SimpleHydrology | sprator | |
---|---|---|
11 | 1 | |
571 | 160 | |
- | - | |
1.3 | 2.6 | |
about 1 year ago | over 2 years ago | |
C++ | C++ | |
- | MIT License |
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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.
sprator
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#GENUARY DAY 4
I also realise Sprator (deservedly) got a fair bit of attention on here when it was released, and I'd like to avoid any perception of plagiarism; I have been working with these grid symmetry algorithms for some time (as have many before me), and the implementation we use for Discomon is significantly more extensive than what I have employed here.
What are some alternatives?
world - A set of tools for wide world generation and manipulation
SpookyGhost - A procedural sprite animation tool made with the nCine
TinyEngine - Tiny OpenGL Wrapper / 3D Engine in C++
sift3 - Repository sifter and hardlinker
erodr - An implementation of Hans Theobald Beyer's algorithm for simulated hydraulic erosion
aseprite - Animated sprite editor & pixel art tool (Windows, macOS, Linux)
Planet-Generator - A procedural planet generator addon for Godot with terrain LOD.
territory - 3D rendered proc-gen world test. C++ homebrew voxel engine for agent-driven prodedural generation / world simulation
GENUARY - Genuary 2021 sketches
vengi - free and open source voxel art tools - editor, thumbnailer and format converter
dmge - C++ / OpenSiv3D でゲームボーイエミュレータ