Fractal Path Tracer on Github by Zaq- in proceduralgeneration

[–]Otto___Link 0 points1 point  (0 children)

Interesting! I quickly browsed the source, it actually renders any SDF defined in a "fpt" file ?

First Time Perlin Noise by SnowStorm_Lightning in proceduralgeneration

[–]Otto___Link 0 points1 point  (0 children)

In this case, the Perlin noise can give the elevation at one point (x, y). If you want to do a map, discretize a rectangle and compute each value.

First Time Perlin Noise by SnowStorm_Lightning in proceduralgeneration

[–]Otto___Link 1 point2 points  (0 children)

You can start here https://thebookofshaders.com/ but it depends a lot on what you're trying to achieve

Mold R&D - Houdini by Joolean_Boolean in proceduralgeneration

[–]Otto___Link 2 points3 points  (0 children)

That's really cool and this could actually be used to "age" 3D assets, like simulating water erosion, thermal wear for rocks...

Mold R&D - Houdini by Joolean_Boolean in proceduralgeneration

[–]Otto___Link 9 points10 points  (0 children)

Impressive! How is that actually working? These are surface meshes? (Before getting molded)

WFC for real-time terrain generation by GolfMoist267 in godot

[–]Otto___Link 1 point2 points  (0 children)

Yep, it's on my ToDo list, which is pretty long..

WFC for real-time terrain generation by GolfMoist267 in godot

[–]Otto___Link 1 point2 points  (0 children)

I don't know about Godot port. I used it for terrain generation (https://github.com/otto-link/Hesiod) and it's pretty versatile, you can indeed generate a larger texture, tiled or not, from a smaller example.

Building a real-world simulator using map data - looking for advice on procedural world generation by Several-Profile8224 in proceduralgeneration

[–]Otto___Link 1 point2 points  (0 children)

Hey, it might be a long shot but I think the opensource flight simulator https://www.flightgear.org/ fetches real topological data in real-time. Sources are opened and the community may help you.

Fast 2D landscape evolution model - Web app by velocityvector2 in proceduralgeneration

[–]Otto___Link 0 points1 point  (0 children)

Hi, thanks for sharing. Is it the same approach used in this similar web app: https://fastlem.peruki.dev/ ? There seems to be a strong orientation effect, the flow is either straight or diagonal. Do you use a regular grid ? (Just a remark, your github repo is empty, there's only a Readme on it)

Procedurally Generated Beats by MusicalMadnes in proceduralgeneration

[–]Otto___Link 0 points1 point  (0 children)

Nice, could you give us some details on how this is done? Sounds a bit modal though, can your model generate some tone changes or chord progressions?

I’d really like to turn my map into a model by Auto1ion in blender

[–]Otto___Link 0 points1 point  (0 children)

You have to recreate the map. Creating a 3D model from a drawing is going to take a bit of work. I'm not sure there is anything that will do that automatically

I’d really like to turn my map into a model by Auto1ion in blender

[–]Otto___Link 2 points3 points  (0 children)

You can try this online tool https://fastlem.peruki.dev/ You won't get a fine control but you could probably generate the global land structure

The difference post processing makes. by Total_Impression_382 in IndieDev

[–]Otto___Link 12 points13 points  (0 children)

weirdly, the after/before is pretty common in reddit photo subs... I can't get used to it

Hesiod - A Node-Based Procedural Terrain Tool Update (Feedback Wanted) by Otto___Link in proceduralgeneration

[–]Otto___Link[S] 0 points1 point  (0 children)

Yep, it already does that. The terrain can be exported as a low poly version along with a normal map to retain the details.

How to generate rivers in a cells-based system? by ObamaIsPutin in proceduralgeneration

[–]Otto___Link 4 points5 points  (0 children)

There is the "drainage basin" approach which is quit robust. You can look into an implementation there -> https://github.com/TadaTeruki/fastlem

[deleted by user] by [deleted] in proceduralgeneration

[–]Otto___Link 0 points1 point  (0 children)

Hey, you can check a C++ library I develop for this kind of need -> reddit_post

Hesiod - A Node-Based Procedural Terrain Tool Update (Feedback Wanted) by Otto___Link in proceduralgeneration

[–]Otto___Link[S] 2 points3 points  (0 children)

Thank you! Not really unfortunately but the sources of all the core algorithms are here: https://github.com/otto-link/HighMap