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by jefflinwood 2183 days ago
This is topical - I'm currently working on an uplift/erosion simulation with Unity/C#. I'll be curious to try this algorithm out. I'm using the Microsplat asset to set the terrain splats based on steepness and altitude.

I'm currently using diamond-square to generate the mountains, and it looks good, but my erosion algorithms tended to look off.

There's a fascinating world of compute shaders with Unity that would push this onto the GPU, but I don't know if I'll get that far with this project.

Thanks for sharing!

1 comments

This specific implementation won't easily work on the GPU, it's mostly the grid based ones that are easy to parallelize. You could even stick to common fragment shaders if you wanted to port that to the GPU.

Diamond square should be good enough for initial terrain, but I'd keep it smooth; let the erosion take care of the details.