4 ms·
I'd like to ask a naive question, as I'm not really familiar with procedural terrain generation but I've been curious about it from afar. From what I can tell,
by danielvaughn 1y ago
I'd like to ask a naive question, as I'm not really familiar with procedural terrain generation but I've been curious about it from afar. From what I can tell, most work in this area revolves around manipulating geometric patterns to "look like" mountains/islands/whatever.
Is there any value in modeling geological processes instead? So if you take a flat plane, along with a model of geological forces that could alter that plane, and run some kind of simulation over time (in effect simulating erosion etc), could that not produce a more "realistic" terrain?
I assume it's much more complex, much more computationally expensive, and all that. But I'd be surprised if no one at all has attempted this.
- ramses0 1y agoThere's been a fair number of previous posts which cover that topic: https://www.google.com/search?q=news.ycombinator.com+procedural+terrain+generation+river+flow+geology https://www.google.com/search?q=news.ycombinator.com+procedu... This one is a particularly useful starting point: https://news.ycombinator.com/item?id=5196154 https://news.ycombinator.com/item?id=5196154
- o11c 1y agoWell, the article does mention that Part IV adds erosion. Note also that this particular source is a rare example of working based on a mesh rather than a grid (which complicates the logic - in particular, when do you split/merge nodes? - but should be cheaper at scale). People can try something fully physics-based (or rather, physics-inspired) even for earlier stages, but there are problems: * You still need some kind of nondeterministic input so you don't always generate the same world. * You must do the whole world at once, rather than being able to generate each area independently. * This requires the computation to run for a long time, and needs to feed back in on itself (think of "lake overflows a natural dam and carves a valley, then the tectonics lift it and change the low point anyway"). * It's very easy for your code to result in "boring" outputs, such as "all flat" or "infinitely deep valleys".
- Datagenerator 1y agoThe amazing science based map for minetest comes to mind: https://github.com/DokimiCU/mg_tectonic https://github.com/DokimiCU/mg_tectonic
- wiz21c 1y agohttps://planetside.co.uk/ https://planetside.co.uk/
- jauntywundrkind 1y agoYou might be interested in this read from the procedural generation wiki: teleological vs ontogenic. This style here is ontogenic, teleological involves simulating more of the processes. http://pcg.wikidot.com/pcg-algorithm:teleological-vs-ontogenetic http://pcg.wikidot.com/pcg-algorithm:teleological-vs-ontogen... It'd be neat to see a game world where the simulation remains ongoing, where the world is actively changing.
- softfalcon 1y agoThe extremely accurate and high end terrain generation tools do exactly this. They model different terrain densities, erode-ability, and permeability to then apply rain, snow, tectonic shifts, river erosion, thaw-melt, etc over virtualized eons. The result is incredibly detailed terrain that is completely unique based on the initial parameters and the randomness of the time-elapsed process that is non-deterministic. The only downside is that it takes hours to simulate and that's more than most folks are interested in investing in. Here are some examples of this kind of software: World machine: https://www.world-machine.com/ https://www.world-machine.com/ Terragen: https://planetside.co.uk/ https://planetside.co.uk/ Vue: https://www.bentley.com/software/e-on-software-free-downloads/ https://www.bentley.com/software/e-on-software-free-download... Gaia: https://www.procedural-worlds.com/products/indie/gaia/ https://www.procedural-worlds.com/products/indie/gaia/