procedural generation
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Planet Creation + Fluid Dynamics & Spherical Geometry

https://preview.redd.it/w1cgzfy8ulag1.jpg?width=1280&format=pjpg&auto=webp&s=93e81018b57b74692da24a7422ed0a0f11bc7538

I’ve been working on a long-form video that tries to answer a question that kept bothering me:

If the Navier Stokes equations are unsolved and ocean dynamics are chaotic, how do real-time simulations still look so convincing?

The video walks through:

Why water waves are patterns, not transported matter (Airy wave theory)
The dispersion relation and why long swells outrun short chop
How the JONSWAP spectrum statistically models real seas
Why Gerstner waves are “wrong” but visually excellent
What breaks when you move from a flat ocean to a spherical planet
How curvature, local tangent frames, and parallel transport show up in practice

It’s heavily visual (Manim-style), math first but intuition driven, and grounded in actual implementation details from a real-time renderer.

I’m especially curious how people here feel about the local tangent plane approximation for waves on curved surfaces; it works visually, but the geometry nerd in me is still uneasy about it.

Video link: https://www.youtube.com/watch?v=BRIAjhecGXI

Happy to hear critiques, corrections, or better ways to explain any of this.

https://redd.it/1q0ngdw
@proceduralgeneration
Procedurally partitioning natural looking oceans?
https://redd.it/1q3bmz0
@proceduralgeneration
Tactics and Strategy Maps procedurally generated at roughing
https://redd.it/1q4qyag
@proceduralgeneration