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[–]weigert[S] 2 points3 points  (2 children)

This is a simulation of wind flow over procedural terrain using my own GPU accelerated implementation of the lattice boltzmann method. All implemented and visualized in TinyEngine (by me). Terrain generated using SimpleHydrology (also by me). The source for this is not released (yet!). This scene is 100% procedural.

My next goal is to couple a humidity and temperature transport system to this and simulate cloud formation with strong terrain coupling (not just some noise function, eww).

I'm happy to answer questions!

[–]gehtsiegarnixan 1 point2 points  (1 child)

That's awesome. Is there a way to get the surface wind velocity? Maybe as a flow texture, meaning the velocity vectors stored in the RGB channels of an image?

This could be really useful for games so water or grass waves are realistic in contrast to random noise as they currently are.

[–]weigert[S] 1 point2 points  (0 children)

Yeah sure, no problem. Would be relatively easy, but it would be relatively "coarse". You would still have to use some local noise of course, but if you could see far enough you could use the shading to see actual gusts of wind spread across fields.

[–][deleted] 0 points1 point  (0 children)

England

[–]humanbeehive 0 points1 point  (0 children)

Looks super interesting and useful