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The blog post and the companion video (and shader source code) explain an erosion technique which emulates gorgeous branching gullies and ridges without simulat
by runevision 6mo ago
The blog post and the companion video (and shader source code) explain an erosion technique which emulates gorgeous branching gullies and ridges without simulation, while still allowing every point to be evaluated in isolation, which means it’s fast, GPU-friendly, and trivial to generate in chunks.
- jadbox 6mo agovery cool!
- have_faith 6mo agoThe video was really well done, very interesting even though I’m not very familiar with the subject. Is this the sort of thing that would go into a game like No Man’s Sky to improve the planet generation?
- lynnharry 6mo agoIn my opinion, any game featuring large-scale, realistic terrain would benefit from a tool like this. You simply can't hand-craft every ridge on a mountain range at that scale. Unless you're recreating a real-world location using satellite and LIDAR height data, procedural filters are the only way to achieve that level of geological detail efficiently.
- tobr 6mo agoI imagine lots of games do already, but offline. Most games don’t have gameplay that requires real-time terrain generation. The idea of generating terrain procedurally is not new, but this technique that gets a great-looking erosion effect in real time is.
- flohofwoe 6mo agoThe tools exists (AFAIK the defacto industry standard is World Creator: https://www.world-creator.com/en/index.phtml https://www.world-creator.com/en/index.phtml - this is for offline generation though) PS: TIL that this is a German company: https://docs.world-creator.com/world-creator-story https://docs.world-creator.com/world-creator-story