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C# produceral terrain generation 3

I have been working on a raindrop algorithm for erosion on the heighmap. firstit went wrong:
spikes is not what you want

The better version uses 150 * 150 * 150 * 8  raindrops for a total of 27M drops. this takes 8000 milli seconds on one core(3.8ghz).
Second try, not very good
On the third try a river was created naturally. this is more promising.

here is a Fault-terrain that was "raindropped" and smoothed and i added small detail noise. Again a rivver. i add some materials and a water plane for fun. doesnt look too bad.


Here i am experimenting with parameters in the raindrop function.

DONE: Get basic raindrop erosion setup
TODO: tweak till i get decent and realistic results.

Cody Bloemhard
[tag: c#] [tag: OpenGL] [tag: Tortoise2D Engine] [tag: 2D] [tag: Game Engine] [tag: ocdy1001] [tag: ocdy1001official] [tag: Unity] [tag: Unity3D] [tag: Unity5] [tag: 3D] [tag: Cody Bloemhard]

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by: Cody Bloemhard
ocdy1001official@gmail.com
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C# produceral terrain generation 2

here is the first exported .obj terrain. The clock wise winding was wrong first, but i inverted a for loop and now it does fine. One time the hole terrain(flat) was not filled with flat squares but with a very weird pattern. Also a mountain was inside out. It works now. This model is loaded in unity. ta [tag: c#] [tag: OpenGL] [tag: Tortoise2D Engine] [tag: 2D] [tag: Game Engine] [tag: ocdy1001] [tag: ocdy1001official] [tag: Unity] [tag: Unity3D] [tag: Unity5] [tag: 3D] [tag: Cody Bloemhard]