Noise
SimpleHydrology
Noise | SimpleHydrology | |
---|---|---|
3 | 11 | |
71 | 571 | |
- | - | |
10.0 | 1.3 | |
over 1 year ago | about 1 year ago | |
C++ | C++ | |
GNU General Public License v3.0 only | - |
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Noise
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procedural generation for underground geology
You might be able to find some useful insight in this project: https://github.com/mgaillard/Noise
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Civ 6 tile blending
For mountains, you could look into something like this library for building locally computable dendrite-ish fractal functions. Civ mountains seem to follow a dendrite pattern, in that they comprise a chain of linked peaks that form a ridge or line, with receding inverted ridges carving gullies down the sides, so the linked library might at least give you some ideas on how to construct them. This feature map can be super-imposed using a circular blend mask on each hex that includes a mountain.
- Procedural noise function for terrains with coherent hydrology
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?
ShoreWaves - A minimalist GUI to generate shore Gerstner waves.
world - A set of tools for wide world generation and manipulation
Chart - A 2D charting library for haskell
TinyEngine - Tiny OpenGL Wrapper / 3D Engine in C++
erodr - An implementation of Hans Theobald Beyer's algorithm for simulated hydraulic erosion
Planet-Generator - A procedural planet generator addon for Godot with terrain LOD.
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.
SoilMachine - Advanced, modular, coupled geomorpohology simulator for real-time procedural terrain generation.
worldengine - World generator using simulation of plates, rain shadow, erosion, etc.
lily-pad - Real-time two-dimensional fluid dynamics simulations in Processing. Initiated by Dr G D Weymouth: