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New song "So Come On" generated by my TuneStar computer program
https://redd.it/12ezihl
@proceduralgeneration
https://redd.it/12ezihl
@proceduralgeneration
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?
I have been experimenting with river formation and erosion using three different approaches, two Eulerian ones and a (pseudo-)Lagrangian one. I am using the two terms slightly incorrectly from the physics point of view, so let me elaborate:
By "(pseudo-)Lagrangian" I mean something like the approach of [RanmanTaru's Water Erosion on Heightmap Terrain](http://ranmantaru.com/blog/2011/10/08/water-erosion-on-heightmap-terrain/). I start with a single raindrop on a random location, and then follow that raindrop downhill calculating sediment erosion and deposition until it disappears (by reaching the sea or the edge of the map or dying at a local minimum and deposing all the sediment it has). Stir and repeat. This works fine and is relatively efficient, but it does not account correctly for the interaction between raindrops dropped at different places on the map: No lake formation, and evaporation is unrealistic.
In the Eulerian approach, I did something like the first approach in Dandrino's "Terrain Erosion Three Ways". The algorithm is a loop of:
1. Precipitation (everywhere on the map using a climate model that gives me a rainfall map).
2. Flow downhill one cell/step according to one of two methods, (a) and (b) below.
3. Erosion/deposition.
4. Evaporation.
5. Back to (1).
I am encountering difficulties particularly on step (2). I have tried two approaches to determine where water will flow to:
(a) Determine flow direction using terrain elevation only. Water will flow downhill regardless of how much water is already present in the downhill direction. In most cases I get decent river formation. However, I have unreasonable amounts of water pooling in local minima until erosion/deposition smooths minima out, which can take a long time. Even after local minima are taken care of, I cannot obtain lakes.
(b) Determine flow direction using terrain elevation + water depth: Water depth in the adjacent location will be taken into account, and water will flow in the direction that has the lowest total water level. This is the more realistic approach, since water will not pool at a single location and it will form lakes where necessary... But I do not really obtain rivers, just huge lakes that slowly flow downhill with very little or no erosion or deposition and little to no sign of proper rivers forming.
Is making (b) work just a matter of fine-tuning a half dozen or more equations and constants, like
----
Edit: I guess my fundamental underlying question is, I cannot find a simulation approach that naturally creates both rivers and lakes. It seems everything I try is only able to create one or the other.
https://redd.it/12fijpd
@proceduralgeneration
I have been experimenting with river formation and erosion using three different approaches, two Eulerian ones and a (pseudo-)Lagrangian one. I am using the two terms slightly incorrectly from the physics point of view, so let me elaborate:
By "(pseudo-)Lagrangian" I mean something like the approach of [RanmanTaru's Water Erosion on Heightmap Terrain](http://ranmantaru.com/blog/2011/10/08/water-erosion-on-heightmap-terrain/). I start with a single raindrop on a random location, and then follow that raindrop downhill calculating sediment erosion and deposition until it disappears (by reaching the sea or the edge of the map or dying at a local minimum and deposing all the sediment it has). Stir and repeat. This works fine and is relatively efficient, but it does not account correctly for the interaction between raindrops dropped at different places on the map: No lake formation, and evaporation is unrealistic.
In the Eulerian approach, I did something like the first approach in Dandrino's "Terrain Erosion Three Ways". The algorithm is a loop of:
1. Precipitation (everywhere on the map using a climate model that gives me a rainfall map).
2. Flow downhill one cell/step according to one of two methods, (a) and (b) below.
3. Erosion/deposition.
4. Evaporation.
5. Back to (1).
I am encountering difficulties particularly on step (2). I have tried two approaches to determine where water will flow to:
(a) Determine flow direction using terrain elevation only. Water will flow downhill regardless of how much water is already present in the downhill direction. In most cases I get decent river formation. However, I have unreasonable amounts of water pooling in local minima until erosion/deposition smooths minima out, which can take a long time. Even after local minima are taken care of, I cannot obtain lakes.
(b) Determine flow direction using terrain elevation + water depth: Water depth in the adjacent location will be taken into account, and water will flow in the direction that has the lowest total water level. This is the more realistic approach, since water will not pool at a single location and it will form lakes where necessary... But I do not really obtain rivers, just huge lakes that slowly flow downhill with very little or no erosion or deposition and little to no sign of proper rivers forming.
Is making (b) work just a matter of fine-tuning a half dozen or more equations and constants, like
waterDepthElevationRatio, depositionRate, erosionRate, minSlopeForSedimentCapacity, and so on? Or is there something fundamental I am missing?----
Edit: I guess my fundamental underlying question is, I cannot find a simulation approach that naturally creates both rivers and lakes. It seems everything I try is only able to create one or the other.
https://redd.it/12fijpd
@proceduralgeneration
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New song "So Come On" generated by my TuneStar computer program
https://redd.it/12fm6gp
@proceduralgeneration
https://redd.it/12fm6gp
@proceduralgeneration
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Connected a csv file to a bar graph in blender using python and geometry nodes
https://redd.it/12fq2ki
@proceduralgeneration
https://redd.it/12fq2ki
@proceduralgeneration
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New 80's sounding song generated by my TuneStar program. Not Bad Bunny. Please give improvement feedback if you don't like.
https://redd.it/12frawe
@proceduralgeneration
https://redd.it/12frawe
@proceduralgeneration
How to generate random 2D dungeon array? (Javascript/Phaser)
I am trying to generate a 2D dungeon array where char=1 is walls and char=0 is the floor. Im not sure how to implement code that will do this though. Are there any good tutorials on this or sample code I can look at?
(Im using phaser for the second time and im not sure how to do this)
https://redd.it/12fyq05
@proceduralgeneration
I am trying to generate a 2D dungeon array where char=1 is walls and char=0 is the floor. Im not sure how to implement code that will do this though. Are there any good tutorials on this or sample code I can look at?
(Im using phaser for the second time and im not sure how to do this)
https://redd.it/12fyq05
@proceduralgeneration
Reddit
r/proceduralgeneration on Reddit: How to generate random 2D dungeon array? (Javascript/Phaser)
Posted by u/Personal_Fan4935 - No votes and no comments
Just finished a JavaScript implementation of the Wave Function Collapse algorithm
The repo is here: https://github.com/Arkyris/blazinwfc
And a live sample is here: https://codepen.io/Arkyris/pen/zYmxmWv
https://preview.redd.it/gze1ckyagssa1.png?width=1932&format=png&auto=webp&v=enabled&s=09a94787101d12f97aa5fc3815423402d6424479
https://redd.it/12g91qf
@proceduralgeneration
The repo is here: https://github.com/Arkyris/blazinwfc
And a live sample is here: https://codepen.io/Arkyris/pen/zYmxmWv
https://preview.redd.it/gze1ckyagssa1.png?width=1932&format=png&auto=webp&v=enabled&s=09a94787101d12f97aa5fc3815423402d6424479
https://redd.it/12g91qf
@proceduralgeneration
GitHub
GitHub - Arkyris/blazinwfc
Contribute to Arkyris/blazinwfc development by creating an account on GitHub.
Parallel wave function collapse?
I remember reading a blog post that went over parallel wave function collapse, but I can't seem to find it via google. It had something to do with alternating generating of tilesets (you'd generate one corner of a quad at once, so you'd need 4 passes I think? plus some other stuff?)
It might be in this person's blog posts, but I can't seem to find it there https://www.boristhebrave.com/ I do vaguely remember seeing their blog posts around the same time.
Can someone point me in the right direction?
https://redd.it/12ga48z
@proceduralgeneration
I remember reading a blog post that went over parallel wave function collapse, but I can't seem to find it via google. It had something to do with alternating generating of tilesets (you'd generate one corner of a quad at once, so you'd need 4 passes I think? plus some other stuff?)
It might be in this person's blog posts, but I can't seem to find it there https://www.boristhebrave.com/ I do vaguely remember seeing their blog posts around the same time.
Can someone point me in the right direction?
https://redd.it/12ga48z
@proceduralgeneration
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[Flash Warning] Binary Star-System + Heat-Death (designs using cellular-automata)
https://redd.it/12gam92
@proceduralgeneration
https://redd.it/12gam92
@proceduralgeneration
Any idea for snoring edges between different biomes in person noise chunks
https://redd.it/12gdq6r
@proceduralgeneration
https://redd.it/12gdq6r
@proceduralgeneration
Reusing vertices while using marching cubes/tetrahedra
How to index vertices so I can reuse them for multiple triangles? Is it even worth performance-wise to do so?
This is how I'd divide cubes into tetrahedra:
Would other way to split cubes make it easier to index created vertices?
https://preview.redd.it/wndr1qqtwusa1.png?width=529&format=png&auto=webp&v=enabled&s=d6acddbec322f301e708d92750bb6c53de9aa93d
https://redd.it/12gitbp
@proceduralgeneration
How to index vertices so I can reuse them for multiple triangles? Is it even worth performance-wise to do so?
This is how I'd divide cubes into tetrahedra:
Would other way to split cubes make it easier to index created vertices?
https://preview.redd.it/wndr1qqtwusa1.png?width=529&format=png&auto=webp&v=enabled&s=d6acddbec322f301e708d92750bb6c53de9aa93d
https://redd.it/12gitbp
@proceduralgeneration
All the levels here are procedural generation
https://kitakombs.com/play/
https://redd.it/12hjrmm
@proceduralgeneration
https://kitakombs.com/play/
https://redd.it/12hjrmm
@proceduralgeneration
Kitakombs
Mind-bending mazes that must be mastered
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Conway's Game of Life and Death with Color Mutation, Inheritance, and Decay.
https://redd.it/12hm3al
@proceduralgeneration
https://redd.it/12hm3al
@proceduralgeneration
working on some dwarf forest style map generation just added biome dependent perlin noise rivers
​
overlayed map representation of layers done in photoshop
​
specific layer as is currently visible in game
https://redd.it/12i79ab
@proceduralgeneration
​
overlayed map representation of layers done in photoshop
​
specific layer as is currently visible in game
https://redd.it/12i79ab
@proceduralgeneration
How to make wfc or post-gen script in blender?
How to create 1 system (script) WFC or proc-gen in blender or godota to generate everything in a similar style but each object has to be different. So that you can create a simple item such as a gun to advanced models of space stations or ships? If anyone can answer this question correctly, I'd be grateful.
https://redd.it/12jb5wo
@proceduralgeneration
How to create 1 system (script) WFC or proc-gen in blender or godota to generate everything in a similar style but each object has to be different. So that you can create a simple item such as a gun to advanced models of space stations or ships? If anyone can answer this question correctly, I'd be grateful.
https://redd.it/12jb5wo
@proceduralgeneration
Reddit
r/proceduralgeneration on Reddit: How to make wfc or post-gen script in blender?
Posted by u/kulikod - No votes and 1 comment