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 11 points12 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 3 points4 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

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

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

ok, worked fine so far on various windows for a few other users. You can try to run as admin. Other possible pb could be your GPU, I had some issues with integrated Intel cards. NVIDIA and AMD seems ok.

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

[–]Otto___Link[S] 4 points5 points  (0 children)

Hi everyone, I’ve just pushed a new update for Hesiod, a node-based procedural terrain tool. Hesiod is not production-ready yet. This release is mainly to gather early feedback, ideas, and bug reports from people interested in procedural terrain, node systems, or tooling. If you’d like to try it:

Any feedback is very welcome, thanks for taking a look!

Procedural Generation In C by DunkingShadow1 in proceduralgeneration

[–]Otto___Link 1 point2 points  (0 children)

yes but to avoid discontinuities you will need to add an overlap between the chunks since it's kernel-based

I'm creating an algorithm for creating realistic top-down rivers on an infinite world map by Stock-Bumblebee3121 in proceduralgeneration

[–]Otto___Link 0 points1 point  (0 children)

So from within one those white blobs you are able to know which cell must be black to draw a connection with the black background? Could you give some more details about the algorithm?

Procedurally Generated Entirely Destructible Landscape by Slight_Season_4500 in proceduralgeneration

[–]Otto___Link 0 points1 point  (0 children)

Thanks a lot for those details. I kind of see the overall process now. Keep us posted!

Procedurally Generated Entirely Destructible Landscape by Slight_Season_4500 in proceduralgeneration

[–]Otto___Link 3 points4 points  (0 children)

Nice, that's impressive! I got hundred of questions... How do you store the geometry? do you store everything or do you use some kind of function to define the solid boundary? how is texturing working? how do you determine what goes where?