What is the limiting factor to water pooling in local minima, and is it worth simulating it?
In the current version of my generator I have rainfall generating rivers that flow downhill. Rivers that don't end at sea pool at local minima instead.
The next step for me is to allow for rivers to jump over local minima by pooling, overflowing, and then eroding. This poses the question: What should the maximum pooling depth be? A naive approach is to just set a maximum depth and not go beyond that. However, I am wondering:
1. What is the actual limiting factor to pooling depth in the real world? Is it water evaporation (which should roughly be a function of temperature and surface area), or something else like water seeping through aquifers? I know this is a factor sometimes, for example at the Rhine/Danube border.
2. Is it worth it in practice to use anything besides the naive approach of setting a maximum pooling depth?
https://redd.it/126nu0f
@proceduralgeneration
In the current version of my generator I have rainfall generating rivers that flow downhill. Rivers that don't end at sea pool at local minima instead.
The next step for me is to allow for rivers to jump over local minima by pooling, overflowing, and then eroding. This poses the question: What should the maximum pooling depth be? A naive approach is to just set a maximum depth and not go beyond that. However, I am wondering:
1. What is the actual limiting factor to pooling depth in the real world? Is it water evaporation (which should roughly be a function of temperature and surface area), or something else like water seeping through aquifers? I know this is a factor sometimes, for example at the Rhine/Danube border.
2. Is it worth it in practice to use anything besides the naive approach of setting a maximum pooling depth?
https://redd.it/126nu0f
@proceduralgeneration
Reddit
r/proceduralgeneration on Reddit: What is the limiting factor to water pooling in local minima, and is it worth simulating it?
Posted by u/wrg5y5ye5y5e6 - No votes and no comments
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I made an infinite Pac-Man game! Link in comments to play!
https://redd.it/1272dsx
@proceduralgeneration
https://redd.it/1272dsx
@proceduralgeneration
What is the process for animating and distributing stars in a spiral galaxy renderer, such as the one found at beltoforion.de (https://beltoforion.de/en/spiral_galaxy_renderer/), once you have drawn the rotated ellipses?
https://redd.it/127fje5
@proceduralgeneration
https://redd.it/127fje5
@proceduralgeneration
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Blending + procedural texturing for gameobjects in Unity
https://redd.it/127hq6x
@proceduralgeneration
https://redd.it/127hq6x
@proceduralgeneration
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We are thinking about changing the procedural world generation. What do you think?
https://redd.it/127ila5
@proceduralgeneration
https://redd.it/127ila5
@proceduralgeneration
Advice for generating marble runs
Hi everyone!
I'm new to procedural generation and I'm currently working on a project to generate marble runs made from DUPLO-like building blocks. The idea is that you have few types of blocks of limited amount and you want to create one valid continuous track for the marble to follow. Ideally it will use most of the available blocks and look something like this:
https://preview.redd.it/p5bw4zoaj2ra1.png?width=1000&format=png&auto=webp&v=enabled&s=5a3f3a037d4746edba9fedb48e24c144453c4c23
I've been researching different approaches to this problem, but I'm not sure which one would be the best fit. At first I've considered using wave function collapse algorithm, but I'm concerned it would try to generate few small disconnected tracks like 2x2 loop etc. and the whole fixing of the track would be more complicated than using some method that would generate one continuous build from start. I've also looked into using grammars for generation and wondered if shape grammar could be used.
If you have any experience with similar problems or can suggest an approach that might work well for this project, I'd love to hear your thoughts! Thanks in advance for any help or advice you can offer.
https://redd.it/127lbpe
@proceduralgeneration
Hi everyone!
I'm new to procedural generation and I'm currently working on a project to generate marble runs made from DUPLO-like building blocks. The idea is that you have few types of blocks of limited amount and you want to create one valid continuous track for the marble to follow. Ideally it will use most of the available blocks and look something like this:
https://preview.redd.it/p5bw4zoaj2ra1.png?width=1000&format=png&auto=webp&v=enabled&s=5a3f3a037d4746edba9fedb48e24c144453c4c23
I've been researching different approaches to this problem, but I'm not sure which one would be the best fit. At first I've considered using wave function collapse algorithm, but I'm concerned it would try to generate few small disconnected tracks like 2x2 loop etc. and the whole fixing of the track would be more complicated than using some method that would generate one continuous build from start. I've also looked into using grammars for generation and wondered if shape grammar could be used.
If you have any experience with similar problems or can suggest an approach that might work well for this project, I'd love to hear your thoughts! Thanks in advance for any help or advice you can offer.
https://redd.it/127lbpe
@proceduralgeneration
An ode to the procedural road - procedural road generation demo
A preview of procedural road support in the procedural city / traffic side-project engine-editor: https://youtu.be/730rlJNRVhw
https://redd.it/127q26t
@proceduralgeneration
A preview of procedural road support in the procedural city / traffic side-project engine-editor: https://youtu.be/730rlJNRVhw
https://redd.it/127q26t
@proceduralgeneration
YouTube
An ode to the procedural road
A quick preview of procedural road support in the side-project procedural city editor / engine. Music is "PT-1X12" by composer Mick Gordon. Support this project by purchasing here: https://benmorris.itch.io/sanctuary Any likes and subscribes appreciated.
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A Procedural World's Simulated Economy with Supply & Demand Heatmaps
https://redd.it/12847z8
@proceduralgeneration
https://redd.it/12847z8
@proceduralgeneration
Turning curve functions into mountains
https://www.youtube.com/watch?v=XF9m-K_NCeI&t=152s
https://redd.it/128f5p3
@proceduralgeneration
https://www.youtube.com/watch?v=XF9m-K_NCeI&t=152s
https://redd.it/128f5p3
@proceduralgeneration
YouTube
How to create TERRAIN out of ANIMATION CURVES in Unity
Showing a cool method for generating Unity Terrain using Animation Curves.
Music:
🔻
"AERØHEAD - Fragments" is under a Creative Commons (CC BY-SA 3.0) license
https://www.youtube.com/c/AER%C3%98HEAD
Music promoted by BreakingCopyright: https://bit.ly/b-fragments…
Music:
🔻
"AERØHEAD - Fragments" is under a Creative Commons (CC BY-SA 3.0) license
https://www.youtube.com/c/AER%C3%98HEAD
Music promoted by BreakingCopyright: https://bit.ly/b-fragments…
This new AI music software is incredible
​
https://reddit.com/link/128kr5k/video/73103lp8p9ra1/player
https://redd.it/128kr5k
@proceduralgeneration
​
https://reddit.com/link/128kr5k/video/73103lp8p9ra1/player
https://redd.it/128kr5k
@proceduralgeneration