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by zesterer
82 days ago
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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/ |
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