3/31/2026 at 8:41:24 AM
The blog post and the companion video (and shader source code) explain an erosion technique which emulates gorgeous branching gullies and ridges without simulation, while still allowing every point to be evaluated in isolation, which means it’s fast, GPU-friendly, and trivial to generate in chunks.by runevision
4/1/2026 at 10:47:34 PM
The video was really well done, very interesting even though I’m not very familiar with the subject. Is this the sort of thing that would go into a game like No Man’s Sky to improve the planet generation?by have_faith
4/2/2026 at 1:46:53 AM
In my opinion, any game featuring large-scale, realistic terrain would benefit from a tool like this. You simply can't hand-craft every ridge on a mountain range at that scale. Unless you're recreating a real-world location using satellite and LIDAR height data, procedural filters are the only way to achieve that level of geological detail efficiently.by lynnharry
4/1/2026 at 10:27:43 PM
very cool!by jadbox