#Gleba - fantasy world simulator

29 messages · Page 1 of 1 (latest)

warped kernel
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There's now more map projections that can be used for exports, lots of minor improvements, as well as support for importing custom movement directions for tectonic plates, giving a lot more control to the end user

woeful cipher
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This is one of the most impressive of these kind of generators I've seen so far!
I'd like to suggest the possibility of exporting height maps, either globally or of a projected bounding box, to further refine the terrain with erosion simulations.

I'm not sure if you'd want this to work as a standalone terrain or map generation tool, but coming from a workflow including terrain generation, this looks very impressive in that aspect. Much better than most of these planetary terrain generation tech demos I've seen.

warped kernel
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That being said, I run erosion algorithms too

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They're a bit difficult to see at that level of detail (a single tile is 500km2), though

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I'm working on a terrain upscaling algorithm to quickly generate more detailed features but thats sadly not finished yet

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but it already looks really good in the renders I made:

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As for the second point, Gleba right now is a map generation tool but I'm actually working on it to use it in an open world first person RPG. It's heavily inspired by the likes of Daggerfall so I really want a game world in a 1:1 scale ^^

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Anyhow, I wanted to share another update from the trenches

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The above is a particle shader I made, following a procedurally generated flowmap - I'll be using it for visualizing winds

warped kernel
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Im working on overhauling climate these days

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Lower atmosphere dynamics are still unfinished (theres no pressure gradient force, for example) but Ive made a lot of progress

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Advection, diffusion, and Helmholtz-Hodge decomposition all work just fine

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these animations show the advection and dissipation of heat over the course of a few in-game months

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it runs at interactive speeds, in spite of not using a GPU (its written in Rust so I was able to make the calculation quite cache friendly ^-^)

warped kernel
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We have winds and ocean currents now