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.
The 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?
Truly fantastic work! "Holy Grail" is right! Terrain generation just got an upgrade so the tooling is about to start producing some really beautiful results in real time. That's going to be a blast to work with. Thanks!
6 comments:
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.
The 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?
very cool!
You can play with the interactive example here: https://www.shadertoy.com/view/sf23W1
Click and drag your mouse around the preview to see how fast it runs
Being able to process separate chunks in parallel is the killer feature for any procgen algorithm - nice.
Truly fantastic work! "Holy Grail" is right! Terrain generation just got an upgrade so the tooling is about to start producing some really beautiful results in real time. That's going to be a blast to work with. Thanks!