_______               __                   _______
       |   |   |.---.-..----.|  |--..-----..----. |    |  |.-----..--.--.--..-----.
       |       ||  _  ||  __||    < |  -__||   _| |       ||  -__||  |  |  ||__ --|
       |___|___||___._||____||__|__||_____||__|   |__|____||_____||________||_____|
                                                             on Gopher (inofficial)
   URI Visit Hacker News on the Web
       
       
       COMMENT PAGE FOR:
   URI   Procedural Island Generation (III)
       
       
        mclau157 wrote 3 hours 11 min ago:
        
        
   URI  [1]: https://github.com/bsubard/Godot-3D-Infinite-Procedural-Terrai...
       
        rendaw wrote 4 hours 16 min ago:
        Okay I've seen a ton of procedural earth generation blog posts. Random
        bisections, noise, fractals, erosion, watersheds, biomes and climate
        derivation, etc etc.
        
        Why did the author of this one choose this approach rather than some
        other approach? What issues did they see with others that they decided
        to write their own? What's unique here?
        
        Or maybe: What's the ultimate procedural earth generation technique? Is
        there anyone following these and comparing them?
       
          dvt wrote 1 hour 46 min ago:
          > Why did the author of this one choose this approach rather than
          some other approach? What issues did they see with others that they
          decided to write their own? What's unique here?
          
          I'm not sure what you mean here. A lot (most?) procedural systems use
          Voronoi methods for procedural terrain generation, so this isn't some
          wholly novel solution. From what I can tell (haven't looked into it
          super deeply), it looks like Lloyd's algorithm is basically a
          variation of random bisections.
       
          kelseyfrog wrote 2 hours 57 min ago:
          Procedural generation's history mirrors that of symbolic AI - hand
          tuned, interpretable procedures that parallel the conceptual models
          we have of a generating process.
          
          The choices the author made reflect the way they conceptualize the
          generating process. This is in contrast to a data-informed approach.
          
          A data-informed approach to island generation would be a spatially
          auto-correlated generating model whose parameters were derived from
          real life data on islands. You would then be able to generate more
          in-distribution islands that were statistically similar to islands in
          the corpus.
          
          You don't often see this in the proc-gen world because part of the
          fun is adding epicycles and various tunable knobs.
       
        deadbabe wrote 4 hours 28 min ago:
        I’m tired of terrain generation techniques that just involves noise.
        
        People should really try to step up and make landforms that are modeled
        after tectonic activity and create biomes based on weather patterns and
        ocean current. The end result will be far more natural and realistic.
       
          dylan604 wrote 3 hours 59 min ago:
          > The end result will be far more natural and realistic.
          
          or infuriating because some small detail is not right causing all of
          the biomes to die off.
       
            panzagl wrote 2 hours 8 min ago:
            In Dwarf Fortress that's called !!fun!!
       
        nla wrote 5 hours 38 min ago:
        It's a completely different approach but checkout F. Kenton Musgrave's
        implementation of multi fractals for terrain generation.
        
        "Texturing & Modeling: A Procedural Approach"
       
        skywal_l wrote 6 hours 3 min ago:
        As a complement, a nice (and funny) videos about fractal terrain
        generation:
        
   URI  [1]: https://www.youtube.com/watch?v=gsJHzBTPG0Y
       
        danielvaughn wrote 6 hours 29 min ago:
        I'd like to ask a naive question, as I'm not really familiar with
        procedural terrain generation but I've been curious about it from afar.
        From what I can tell, most work in this area revolves around
        manipulating geometric patterns to "look like"
        mountains/islands/whatever.
        
        Is there any value in modeling geological processes instead? So if you
        take a flat plane, along with a model of geological forces that could
        alter that plane, and run some kind of simulation over time (in effect
        simulating erosion etc), could that not produce a more "realistic"
        terrain?
        
        I assume it's much more complex, much more computationally expensive,
        and all that. But I'd be surprised if no one at all has attempted this.
       
          softfalcon wrote 1 hour 29 min ago:
          The extremely accurate and high end terrain generation tools do
          exactly this. They model different terrain densities, erode-ability,
          and permeability to then apply rain, snow, tectonic shifts, river
          erosion, thaw-melt, etc over virtualized eons.
          
          The result is incredibly detailed terrain that is completely unique
          based on the initial parameters and the randomness of the
          time-elapsed process that is non-deterministic.
          
          The only downside is that it takes hours to simulate and that's more
          than most folks are interested in investing in.
          
          Here are some examples of this kind of software:
          
          World machine: [1] Terragen: [2] Vue: [3] Gaia:
          
   URI    [1]: https://www.world-machine.com/
   URI    [2]: https://planetside.co.uk/
   URI    [3]: https://www.bentley.com/software/e-on-software-free-download...
   URI    [4]: https://www.procedural-worlds.com/products/indie/gaia/
       
          jauntywundrkind wrote 6 hours 0 min ago:
          You might be interested in this read from the procedural generation
          wiki: teleological vs ontogenic. This style here is ontogenic,
          teleological involves simulating more of the processes. [1] It'd be
          neat to see a game world where the simulation remains ongoing, where
          the world is actively changing.
          
   URI    [1]: http://pcg.wikidot.com/pcg-algorithm:teleological-vs-ontogen...
       
          o11c wrote 6 hours 8 min ago:
          Well, the article does mention that Part IV adds erosion. Note also
          that this particular source is a rare example of working based on a
          mesh rather than a grid (which complicates the logic - in particular,
          when do you split/merge nodes? - but should be cheaper at scale).
          
          People can try something fully physics-based (or rather,
          physics-inspired) even for earlier stages, but there are problems:
          
          * You still need some kind of nondeterministic input so you don't
          always generate the same world.
          
          * You must do the whole world at once, rather than being able to
          generate each area independently.
          
          * This requires the computation to run for a long time, and needs to
          feed back in on itself (think of "lake overflows a natural dam and
          carves a valley, then the tectonics lift it and change the low point
          anyway").
          
          * It's very easy for your code to result in "boring" outputs, such as
          "all flat" or "infinitely deep valleys".
       
            wiz21c wrote 3 hours 3 min ago:
            
            
   URI      [1]: https://planetside.co.uk/
       
            Datagenerator wrote 5 hours 13 min ago:
            The amazing science based map for minetest comes to mind:
            
   URI      [1]: https://github.com/DokimiCU/mg_tectonic
       
          ramses0 wrote 6 hours 20 min ago:
          There's been a fair number of previous posts which cover that topic:
          [1] This one is a particularly useful starting point:
          
   URI    [1]: https://www.google.com/search?q=news.ycombinator.com+procedu...
   URI    [2]: https://news.ycombinator.com/item?id=5196154
       
        swiftcoder wrote 7 hours 8 min ago:
        Very nice writeup. I like the process of adding random noise to the
        distances on the graph when deriving the mountains
       
       
   DIR <- back to front page