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terrain-erosion-3-ways reviews and mentions
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Whats the state-of-the-art terrain rendering algorithm?
I have no idea if it's state-of-the-art, but terrain erosion algorithms produce some nice results imo, and they're pretty interesting too. https://github.com/dandrino/terrain-erosion-3-ways
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Check out the terrain in my town defense prototype, taking advantage of the new noise resources in Godot 4
I've been eyeing hydraulic erosion too - have you seen this repo? The third method listed there could work without sacrificing too much generation time. There's also this but it's in GDScript so probably pretty slow. Ideally, you would probably do the erosion in a compute shader. Haven't tried it though!
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Problems with river formation and erosion/deposition using an Eulerian frame: Is it just a matter of fine-tuning a bunch of constants until I get it right?
In the Eulerian approach, I did something like the first approach in Dandrino's "Terrain Erosion Three Ways". The algorithm is a loop of:
- Erosion and other algorithms in chunk-based landscape generation?
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Procedural terrain generation using Rust, Wasm, SIMD, and multithreaded web workers.
You're right that simulation is a great way to get more believable landscapes. Check out for example this demo video of a similar terrain generator that simulates erosion in a second step, or this technical overview of some ways to do that efficiently.
- I feel like I'm having a hard time with rivers. Is there something I should or could fix and what do you do to make your rivers better?
- Three Ways of Generating Terrain with Erosion Features
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Hacker News top posts: Dec 29, 2021
Three Ways of Generating Terrain with Erosion Features\ (0 comments)
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(Un)usual terrain generation
A GitHub project that covers the variety in a nice simple compact manner.
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Stats
dandrino/terrain-erosion-3-ways is an open source project licensed under MIT License which is an OSI approved license.
The primary programming language of terrain-erosion-3-ways is Python.
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