Skip to content

guydols/HydraulicErosion

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 

History

18 Commits
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Repository files navigation

HydraulicErosion

This implementation is inspired by Hans Theobald Beyer, Sebastian Lague and a few others. I combined all the elements from other designs and ideas to make a version that I was happy with.

  • Implemented in c++ (without any outside dependencies)
  • Made for 2d maps of floats ( std::vector<std::vector<float> > )
  • The map can be any width and height (not limited to a square)

Example

Input height map (1024x1024) of simplex noise: Input for erosion process

Output height map with erosion config (32768 droplets of rain):

seed = 1337;
numIterations = 32768;
erosionRadius = 4;
inertia = .3f;
sedimentCapacityFactor = 4;
minSedimentCapacity = .01f;
erodeSpeed = .8f;
depositSpeed = .8f;
evaporateSpeed = .01f;
gravity = 10;
maxDropletLifetime = 128;
initialWaterVolume = 1;
initialVelocity = 1;
mapWidth = 1024;
mapHeight = 1024;

Output of erosion process

TODO

  • Make distribution of droplets configurable (uniform, normal, ...)
  • Memory and CPU cycle optimizations
  • Optimize erosion brush (unnecessary building of brush)

About

An hydraulic erosion simulation by raining down droplets on top of an 2d map.

Topics

Resources

License

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published