#Gleba - fantasy world simulator
29 messages · Page 1 of 1 (latest)
I released a new update ^-^
https://calandiel.itch.io/gleba/devlog/1157865/devlog-2-map-projections-and-qol-updates
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
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.
Hi! Thanks! ^-^
Gleba can actually export heightmaps (as 16 bit greyscale pngs) so it should be p easy to utilize with other software
That being said, I run erosion algorithms too
They're a bit difficult to see at that level of detail (a single tile is 500km2), though
I'm working on a terrain upscaling algorithm to quickly generate more detailed features but thats sadly not finished yet
but it already looks really good in the renders I made:
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 ^^
Anyhow, I wanted to share another update from the trenches
I'm working on rewriting Gleba's climate simulation from scratch, and this time I'd like to include ocean currents and winds, rendered with techniques similar to those from https://earth.nullschool.net/
The above is a particle shader I made, following a procedurally generated flowmap - I'll be using it for visualizing winds
Im working on overhauling climate these days
Lower atmosphere dynamics are still unfinished (theres no pressure gradient force, for example) but Ive made a lot of progress
Advection, diffusion, and Helmholtz-Hodge decomposition all work just fine
these animations show the advection and dissipation of heat over the course of a few in-game months
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 ^-^)
I released an update for my world generator, alongside a devlog ^-^
https://calandiel.itch.io/gleba/devlog/1452492/devlog-3-winds-ocean-currents-and-orbs
We have winds and ocean currents now