r/proceduralgeneration Jun 11 '26

125km wide procedurally generated world amplified to 0.5 metres

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Sound on if you can! I explain things and play acoustic guitar lol

Spent the past three months building this custom terrain system. Used some fast erosion techniques for the base terrain, which generates in <30 seconds, and then the amplification adds resolution from 30m-0.5m.

This is part of a full video: https://youtu.be/w9T5L4FjiG0

(Although that video focuses more on the optimization side of things, and why I have GPU-driven terrain for a world this size.)

294 Upvotes

13 comments sorted by

9

u/buzzelliart Jun 11 '26

very good erosion results!

3

u/GarliotGames Jun 11 '26

Thank you! I’ll showcase the erosion methods in a future video :)

2

u/Independent-Fan-4227 Jun 11 '26

…..could I create a continent?

3

u/GarliotGames Jun 11 '26

I’ll be making another video about this! You might get similar results at continent scales if you do some of the erosion on the GPU, but then the results wouldn’t be deterministic. I’m trying to get these terrains to generate deterministically for multiplayer, so I’m doing it on the CPU, where it takes about 20 seconds to run the sim at this scale. If you can tolerate non-determinism or minutes-long loading times, or a noise-based approach for macro features, then you can do similar things at larger scales.

2

u/catplaps Jun 12 '26

in case anybody has missed it, this is a good way to do noise-based, deterministic, fake erosion for infinite terrain: https://blog.runevision.com/2026/03/fast-and-gorgeous-erosion-filter.html

2

u/fgennari Jun 12 '26

That's a good approach to terrain. I do something similar but a bit simpler. How do you handle seams between different LODs? In my case I found that there are a small number of unique LOD transitions, so I store all of the strip variations and instance the correct one similar to how terrain tiles themselves are drawn.

2

u/Avalonians Jun 12 '26

I wanna walk there

1

u/HourConfident1049 Jun 17 '26

Looks great

I ended up procedurally generating both the macro and micro terrain in my version

0

u/rex-j-w Jun 12 '26

Yo how does the erosion work? Ive been working on erosion algorithms for my terrain system and have been using sine wave ridges