lily-pad
Real-time two-dimensional fluid dynamics simulations in Processing. Initiated by Dr G D Weymouth: (by weymouth)
SoilMachine
Advanced, modular, coupled geomorpohology simulator for real-time procedural terrain generation. (by weigert)
lily-pad | SoilMachine | |
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1 | 11 | |
157 | 245 | |
- | - | |
0.0 | 1.6 | |
almost 2 years ago | 11 months ago | |
Processing | C++ | |
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.
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.
lily-pad
Posts with mentions or reviews of lily-pad.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2021-10-14.
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...I'm back to simulating erosion again...
As for CPU vs GPU, I would never presume to judge your preferences here. You are absolutely right that it is easier to write for the CPU, and moreover, it is much easier to write code that can't be massively parallel. If time or possibility are your limiting factor, CPU is definitely the way to go. In fact, I was recently looking at this neat project that simulates real time fluids with solid objects obstructing the flow. It is done on the CPU, and I have no idea if it would be possible on the GPU. I even started my own simulation as a parallel CPU algorithm. I did not port it until I had a very solid understanding of what I was doing, but I will say the performance increase was truly astounding. I went from managing 200-300 iterations in 20 seconds on 12 SMT CPU cores, to processing 10,000 iterations with 16 times the data in just a few seconds. So if you have something that can be ported to the GPU, there is a lot to gain from it. This kind of performance boost can make impractical applications practical.
SoilMachine
Posts with mentions or reviews of SoilMachine.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-01-22.
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Island River Map
I have another program SoilMachine, which re-implements lakes with a new time-deferred automata system running on the layer map. If you wanna know how it works, you can read here. SoilMachine is built specifically to allow for multiple soil types with different properties.
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Meandering Rivers by Momentum Conservation
I have a working simulator which is built for multiple layers called SoilMachine. Here is an article about how it works.
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Simulating Wind on Procedural Terrain using GPU Accelerated Lattice Boltzmann Method [Article + Source]
You can find an article explaining how this works on my blog here and a terrain-based implementation here. For more detailed source code on the LBM method, check out the examples here.
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An Efficient Data Structure for 3D Multi-Layer Terrain and Erosion Simulation [Article + Source]
You can find the source code here (project name SoilMachine, reference implementation).
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Simulated Wind on Procedural Terrain [WIP]
The main application I am looking at is doing procedural weather on simulated terrain to seed hydraulic and wind erosion systems with this repo.
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...I'm back to simulating erosion again...
In the future, with a good groundwater system you can distribute plants with different root properties realistically as a particle system and use this to further influence erosion parameters.
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Some Procedural Terrain made with SoilMachine [Source]
You can find the source code for this project here.
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SoilMachine: Multi-Layer Realtime Erosion System [WIP]
Sure, you can find the code for this terrain generator here. It's not done yet, I am currently experimenting with multiple water tables / ground water. And the GUI is incomplete - you can't elegantly define initial terrain and stuff yet or export. But it runs and you can choose the sediment parameters! It's a WIP.
What are some alternatives?
When comparing lily-pad and SoilMachine you can also consider the following projects:
SimpleHydrology - Procedural Hydrology / River / Lake Simulation
territory - 3D rendered proc-gen world test. C++ homebrew voxel engine for agent-driven prodedural generation / world simulation
erodr - An implementation of Hans Theobald Beyer's algorithm for simulated hydraulic erosion
SimpleWindErosion - Procedural Wind Erosion / Abrasion / Suspension / Cascading / Aeolian Process Simulation
island_map
MicroClimate - Tiny Climate Simulation
TinyEngine - Tiny OpenGL Wrapper / 3D Engine in C++
terrain_generator - A (work-in-progress) terrain generator.