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by zesterer 82 days ago
It is worth noting that although the result here is visually impressive for erosion aesthetics, it is also not practical for the generation of physically-plausible lakes and rivers. Proper hydrological simulation is required because non-local information is crucial, something which this shader technique doesn't attempt to simulate. Without that, you're likely to end up with rivers flow uphill and lakes that don't properly overflow from valley passes and suchlike.

Source: I'm a core dev for Veloren, which uses a very detailed hydrological simulation for its world generation. More info here: https://veloren.net/blog/devblog-43/

1 comments

Veloren is awesome! Thanks for the work you do, I’ve enjoyed playing it quite a bit. It’s been a while so maybe time to check it out again soon.
Thanks, I'm glad to hear it :) Unfortunately I've not had much time to work on it recently for personal reasons, but the project is still very much active and receives regular updates!