SimpleWindErosion
SimpleHydrology
SimpleWindErosion | SimpleHydrology | |
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2 | 11 | |
65 | 571 | |
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5.2 | 1.3 | |
about 1 year ago | about 1 year ago | |
C++ | C++ | |
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SimpleWindErosion
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Barkhan
I'm messing around with the physics of my wind erosion simulator today (source code).
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SoilMachine: Multi-Layer Realtime Erosion System [WIP]
I actually wrote an article about particle based wind erosion here with code here. As far as I am aware, it is the only system of its type.
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.
What are some alternatives?
territory - 3D rendered proc-gen world test. C++ homebrew voxel engine for agent-driven prodedural generation / world simulation
world - A set of tools for wide world generation and manipulation
terrain_generator - A (work-in-progress) terrain generator.
TinyEngine - Tiny OpenGL Wrapper / 3D Engine in C++
SoilMachine - Advanced, modular, coupled geomorpohology simulator for real-time procedural terrain generation.
erodr - An implementation of Hans Theobald Beyer's algorithm for simulated hydraulic erosion
A - A program to simulate the motion of particles in a 3D space
Planet-Generator - A procedural planet generator addon for Godot with terrain LOD.
island_map
sift3 - Repository sifter and hardlinker
vengi - free and open source voxel art tools - editor, thumbnailer and format converter
sprator - A GUI application to generate random sprites and export as icon.