TerraGen3D VS Hydraulic-Erosion

Compare TerraGen3D vs Hydraulic-Erosion and see what are their differences.

TerraGen3D

3D Procedural Terrain Generation and Texturing Tool in OpenGL/C++ [Moved to: https://github.com/Jaysmito101/TerraForge3D] (by Jaysmito101)
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TerraGen3D Hydraulic-Erosion
23 2
68 928
- -
8.6 3.5
over 2 years ago 4 months ago
C++ C#
Creative Commons Zero v1.0 Universal MIT License
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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.

TerraGen3D

Posts with mentions or reviews of TerraGen3D. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2021-10-31.

Hydraulic-Erosion

Posts with mentions or reviews of Hydraulic-Erosion. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-02-07.
  • Trying to learn marching cubes and feeling overwhelmed. Should I give up?
    3 projects | /r/gamedev | 7 Feb 2022
    I started with sebastian lague's infinite terrain tutorial. It was cool but the results were plain. It didn't cover caves or how to have overhangs, or mountain ridges, or terraces, erosion, etc. That's how I came across marching cubes, it seemed like marching cubes was required for some of these things and I got the impression I would need to know about it (or something about using 3d noise?) to move forward. Someone told me about his marching cubes video, and I watched that. It didn't really get deep into what he did like in the landmass tutorial. I also watched his terraforming video just to see if all of this would made more sense to me after, but it didn't. So I checked the descriptions of his videos and found a few interesting links. One was from 1987and had to do with Marching Cubes use in the medical field and MR scans and stuff. It went over my head. There was this paper from 1994, which is supposedly a basic explanation of marching cubes, but it too went over my head. Finally, there was this link to the first chapter in Nvidia's GPU Gems 3, which tackled procedural generation with marching cubes running on the GPU? It also went over my head. I found this Unity forum post which has somebody attempting to implement the GPU Gems stuff in Unity, and the person seems to had made some pretty significant progress on it, but it looks like life things got in the way, as it does, and so they haven't posted in that thread since 2014. They didn't post a GitHub repo or anything either. Speaking of repos, I also opened up sebastian lagues GitHub repos for his marching cubes video and for his terraforming video to find something interesting and, while the projects were interesting to look at, it would be a lie to say I actually learned anything by opening them up and looking at them, which was extrememly disappointing. I watched his erosion video too, but when I opened the repo and tried to generate a map, it said it was above some 65555 limit and wouldn't generate anything but a flat plane, so I've been ignoring that one entirely for now. I don't really know where to go from here, and I feel like I've been all across the internet and have nothing to show for it.. I'm about to read these two documents since they were linked in sebastian lagues erosion video description, but I can already tell these will, yet again, go over my head.
  • TerraGen3D Version 6 (Erosion + Realistic Water added)
    3 projects | /r/opengl | 31 Oct 2021
    I did try to use TinyErode at first but i couldnt make it work (surely my fault you can check that piece of code - https://github.com/Jaysmito101/TerraGen3D/blob/1f72c10e0c7973edb58067ceaa69e0b976309093/src/Filters/ErosionFilter.cpp) also what i saw with the example it was too slow so i ended up translating this(https://github.com/SebLague/Hydraulic-Erosion/blob/master/Assets/Scripts/Erosion.cs) to C++ .

What are some alternatives?

When comparing TerraGen3D and Hydraulic-Erosion you can also consider the following projects:

Lua - Lua is a powerful, efficient, lightweight, embeddable scripting language. It supports procedural programming, object-oriented programming, functional programming, data-driven programming, and data description.

Marching-Cubes - Coding Adventure

FastNoise2 - Modular node graph based noise generation library using SIMD, C++17 and templates

Terraforming

world - A set of tools for wide world generation and manipulation

veloren

ImFrame - dear imgui + glfw framework

xtd - Free open-source modern C++17 / C++20 framework to create console, GUI (forms like WinForms) and unit test applications and libraries on Microsoft Windows, Apple macOS and Linux.

copperspice - Set of cross platform C++ libraries (Core, Gui, Network, Multimedia, SQL, Vulkan, etc)

nuklear - A single-header ANSI C immediate mode cross-platform GUI library

imgui - Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies