Procedural Generation of Terrain
summary
Uses open simplex noise layered seven times on a 2D numpy heightmap, applies a circular gradient for an island, then carves mountain ranges by masking, offsetting, warping and multiplying with image noise; converts the heightmap to voxels and runs a hydraulic erosion simulation of 25,000 droplets (about 15 minutes per island on one CPU core) and extracts a mesh with marching cubes (psychic image implementation).
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chapters (7)
- 0:00Intro
- 1:29Random Noise
- 2:46Fractal Structure
- 4:07Mountains
- 4:51Height Map
- 5:41Hydraulic Erosion
- 9:51Conclusion
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