world
SimpleHydrology
world | SimpleHydrology | |
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3 | 11 | |
36 | 571 | |
- | - | |
0.0 | 1.3 | |
about 3 years ago | about 1 year ago | |
C++ | C++ | |
MIT License | - |
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world
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I created an open source terrain generator for Unity
This project is part of my procedural world generation library that I maintain on github. It aims at making the creation of procedural terrains easier. Currently it's a prototype, I am really curious about how people could use such tools, and which additional features you all think it would be interesting to include in the project.
This project is part of my procedural world generation library that I maintain on github. It aims at making the creation of procedural terrains easier. Currently it's a prototype, I am really curious about how people could use such tools, and which additional features you all think it would be interesting to include in the project.
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?
FastNoise2 - Modular node graph based noise generation library using SIMD, C++17 and templates
TinyEngine - Tiny OpenGL Wrapper / 3D Engine in C++
TerraGen3D - 3D Procedural Terrain Generation and Texturing Tool in OpenGL/C++ [Moved to: https://github.com/Jaysmito101/TerraForge3D]
erodr - An implementation of Hans Theobald Beyer's algorithm for simulated hydraulic erosion
Noise-Extras - Noise & procedural generation code pieces that I didn't feel needed whole repos all to themselves.
Planet-Generator - A procedural planet generator addon for Godot with terrain LOD.
TerraForge3D - Cross Platform Professional Procedural Terrain Generation & Texturing Tool
sift3 - Repository sifter and hardlinker
Terra - Voxel world generation modding platform
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.