Hydrolic erosion sandbox

Screenshot Saturday

I ported Sebastian Lague’s hydrolic erosion code to Godot, to experiment with procedural landscape techniques.

(I’m weaning myself off Minetest gamedev by picking up a more modern engine to dive into)

Hydrolic erosion sandbox in Godot

Hydrolic erosion sandbox in Godot

The screenshot shows simplex noise with a rudimentary rain applied to it (and bad texures). I doubt it will be the erosion I settle on but my takeaway has been that the results of simulated erosion are far too good to pass up, and I should attempt to solve the problems erosion presents (e.g. speed, not being a tileable operation etc.) rather than avoid the approach. It doesn’t just give mountains a more natural shape, but the landscape becomes playable and navigable with paths/passes/saddles etc. What this really represents though is me being able to write my own shaders (I never learned until now) and the terribly boring learning-curve stuff when adopting a new engine: building a GUI, capturing mouse, controlling camera, setting lights etc.