userGriglercancel
branchrust_reboot/main/erosioncancel

62 Commits over 92 Days - 0.03cph!

10 Months Ago
fixes and tuning improvements - corrected indexing mistakes that caused water to flow generally eastwards and slope angle to just be wrong - water height threshold to stop ocean eroding seafloor - sediment depositing uses timestep to help tuning be more consistent - cleanup
10 Months Ago
some aggressive optimizations to vectorize better, mostly switching out repeated inline coordinate->index operations with single int2x4 operation - makes a difference with the loop count we're looking at
10 Months Ago
merge from main
10 Months Ago
erosion tuning and fixes
10 Months Ago
grid-based erosion improvements - much smaller timestep, stops patterns from shoddy integration forming - working with height in world-space and copying back - better job dependency handling - some disabled debug data dumping to help debug the process with python scripts
11 Months Ago
initial implementation of a grid-based hydraulic erosion system in the jobsystem - super fast - super wrong - needs a lot more parameter/constant tuning to get good results, but it's functioning
11 Months Ago
merge from main
11 Months Ago
merge from main
11 Months Ago
small improvements/fixes to particle erosion setup - starting to look like a bad approach for us though
11 Months Ago
pretty dirty WIP approach to erosion in a job, needs cleanup and splat writing fixing
11 Months Ago
terrain topology radius samples run through burst job, even when called from other threads - 5000 size map without monuments, trains, roads takes 96s rather than 510s to generate, significant reduction in river layout and shore vector generation
11 Months Ago
TerrainMap uses NativeArray instead of managed