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by reactordev
190 days ago
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I came here to say this. My masters was on procedural generation. Perlin, fBm, etc. The things these noise functions have that an LLM doesn’t is speed. 1-D perlin is just a dozen or so multiplications with a couple random coefficients. The GPU can do 4-D Perlin all day long every frame taking up a 4096x4096x32 texture volume. While I do like the erosion effects and all, having a few height texture brushes that have those features that you can multiply on the GPU is trivial. I still welcome these new approaches but like you said, it’s best for pre generation. |
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At any rate, given that this paper divides the terrain in regions and apparently seeds each region deterministically, it looks like one could implement a look-ahead that spawns the generation on async compute in Vulkan and lets it cook as the camera flies about.