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"Kirk Andrews" <kir### [at] tektonartcom> wrote:
> To do this *right*, I'm thinking you'd have to do a full-blown physics
> simulation.
Hey Kirk,
I'm not sure if this is helpful or not, but if your computer has a GPU
supporting pixel shaders, check out this one I posted a while back:
https://www.shadertoy.com/view/XsKGWG
It approximates hydraulic erosion on a height map, using a sort of basin-filling
method as a key part of the process. It won't form rivers on flat plains, since
momentum isn't taken into account (would need to probably implement
Navier-Stokes equations for that, which would be difficult using Shadertoy since
a fluid sim needs to iterate over a certain operation some 30-50 times per
frame, to the same texture). Also, the lakes seem to be slightly sloped.
Sam
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