doogyhatts
Arch-Supremacy Member
- Joined
- Feb 13, 2018
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Hi guys/gals!
Just to share some of my adventures in Computer Science especially in the fields of Computer Graphics, Computational Geometry, Stream Processing (GPGPU) and Artificial Intelligence.
My development blog is located here:
Littlecube Valley Devblog
Previously last year, I showed that A* Search and Voronoi can be used to generate rivers on a procedurally generated world map and cascade for a near-infinite world. There were a number of glaring issues that needed to be resolved.
Today, the solution can now achieve the following :
1) River branching, braided river networks, varying river widths.
2) Height field generation using a numerical integration solution, which eliminates the use of coherent noise.
3) Hybrid method for terrain generation using pre-fabricated voxel data and procedural modelling.
The image below is for the cascade at level 1, show biomes and rivers, but without aquifers.
The image below shows the river network with aquifers.
We continue to zoom into the top-left quadrant of level 1, and the image below shows biomes and rivers for the cascade at level 2.
And again the river network just with aquifers.
The images below are the output from my procedural terrain generation system.
I have also compiled a video showing the progress in character animations and navigation around the terrain.
Just to share some of my adventures in Computer Science especially in the fields of Computer Graphics, Computational Geometry, Stream Processing (GPGPU) and Artificial Intelligence.
My development blog is located here:
Littlecube Valley Devblog
Previously last year, I showed that A* Search and Voronoi can be used to generate rivers on a procedurally generated world map and cascade for a near-infinite world. There were a number of glaring issues that needed to be resolved.
Today, the solution can now achieve the following :
1) River branching, braided river networks, varying river widths.
2) Height field generation using a numerical integration solution, which eliminates the use of coherent noise.
3) Hybrid method for terrain generation using pre-fabricated voxel data and procedural modelling.
The image below is for the cascade at level 1, show biomes and rivers, but without aquifers.
The image below shows the river network with aquifers.
We continue to zoom into the top-left quadrant of level 1, and the image below shows biomes and rivers for the cascade at level 2.
And again the river network just with aquifers.
The images below are the output from my procedural terrain generation system.
I have also compiled a video showing the progress in character animations and navigation around the terrain.
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