Coding Adventure: Hydraulic Erosion

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  • Опубліковано 14 чер 2024
  • In this coding adventure I attempt to implement a simulation of hydraulic erosion to make a procedural terrain look more natural.
    If you're enjoying these videos and would like to support me in creating more of them, I have a patreon page here: / sebastianlague
    Interactive demo: sebastian.itch.io/hydraulic-e...
    Full playlist here: • Coding Adventures
    The project is available here:
    (updated version) github.com/SebLague/Hydraulic...
    (version at time of this video) github.com/SebLague/Hydraulic...
    Resources:
    www.firespark.de/resources/do...
    ranmantaru.com/blog/2011/10/08...

КОМЕНТАРІ • 1,1 тис.

  • @supercomputer276
    @supercomputer276 4 роки тому +1655

    "multiplied by the wrong variable"
    *nod nod* Definitely a programmer.

    • @pieflower6419
      @pieflower6419 4 роки тому +5

      I get it? Don't you?

    • @anandsuralkar2947
      @anandsuralkar2947 4 роки тому +1

      Lol

    • @SilasC
      @SilasC 4 роки тому

      How do you do that?

    • @RoxOn413
      @RoxOn413 4 роки тому +5

      @@SilasC 1 asterisk on each side of the word or phrase

    • @darkthunder301
      @darkthunder301 4 роки тому +13

      You either feel like you downed 5 bottles of nyquil, or 5 cans of red bull. There are no in betweens.

  • @Henrix1998
    @Henrix1998 5 років тому +1895

    The terrain looks absolutely awesome after the simulation

    • @Cat-vp8vt
      @Cat-vp8vt 2 роки тому

      Ikr?

    • @jubite9565
      @jubite9565 8 місяців тому +1

      @@porsellaAh yes, as we know, realism = aesthetics, almost like you didn’t take a single art class in school

    • @timonix2
      @timonix2 4 місяці тому +1

      @@jubite9565 What is this comment even? ofcourse realism = aesthetics. we life in a world full of beauty after all

    • @jubite9565
      @jubite9565 3 місяці тому

      @@timonix2 Realism does not equal aesthetics. One google search.

  • @mfaizsyahmi
    @mfaizsyahmi 5 років тому +2654

    One day, geologically accurate Minecraft terrain generation would be a reality.

    • @Akab
      @Akab 5 років тому +4

      ...jay?... i guess?

    • @Ironbuket
      @Ironbuket 5 років тому +47

      You would introduce lag if you are creating new land and then changing it afterwards to simulate erosion. Also, I suspect there would be an issue with water drop size and distribution if the idea was to have in-game rain erode the land after generation. Things like World machine do make the land look great zoomed out, but in-game you would be hard pressed to notice much difference between that and vanilla or one of the popular biome mods

    • @SergeiKotikov
      @SergeiKotikov 4 роки тому +29

      Yeah, its called Dwarf Fortress XD

    • @noahmarchais804
      @noahmarchais804 4 роки тому +31

      @@Ironbuket if you trained an AI to create similar hight maps to images fed from this guys video, it could blend the Y height of each surface block in minecraft with the Hight map to create a "simulated" terrain generation without the extra lag that comes from the simulation. basicaly deep-faking heightmap "faces" onto the terrain.

    • @lolitaras22
      @lolitaras22 4 роки тому +3

      We, the people of Minecraft, will annihilate you and your supporters as heretics...

  • @bjarnes.4423
    @bjarnes.4423 5 років тому +2722

    Maybe other than just a height map, you also make a "hardness map" for how much erosion takes place

    • @alexthebassist23
      @alexthebassist23 5 років тому +109

      That would be so cool, could get plateaus, vistas, plains etc!

    • @TheLeontheking
      @TheLeontheking 5 років тому +65

      oh yeah, and to that idea he metioned at the end of the video i say, create an algorithm that roughly simulates the physical and chemical processes, which take place to form the different sediments in the first place ;)

    • @Smittel
      @Smittel 5 років тому +42

      Thats not that hard to implement, i reckon.
      I suppose there is a part where the amount of erosion is calculated as some sort of value, that value could be multiplied by some value from a 2d array like a pixel value, normalized, of course. Shouldn't be hard to implement in theory

    • @BillieJoe512
      @BillieJoe512 5 років тому +397

      Hi, the guy from the mentioned paper here, I actually did implement this. It is briefly mentioned in section 5.2 in the paper. What I experimented with was multiple layers of terrain, basically just a stack of heightmaps, each with a different hardness. When the top layer had 0 material left, I started to erode the next layer and so on. but deposited sediment always got put in the top most layer, which was very soft as to represent sand. That way hard rock also got turned to sand , kind of.
      I also tried to implement it based on 3D noise. With just a 2D noise map I did not really like the results, it was too obvious and unnatural. But this needs a lot of parameter tweaking to get nice results. In the end my time ran out to finish the paper, so I didn't experiment with it anymore.

    • @TheLeontheking
      @TheLeontheking 5 років тому +22

      @@BillieJoe512 awesome, thanks for the explanation! Definetely have to take a look at your paper.. one question: did you think about the possibility of cave-forming? I also had the idea of multiple 'ground'-layers in mind, pointing directly downwards from the uppermost layer, but the possibility of caves seems to add a lot of complexity to this.. I guess with a 3d-noise-map it would be possible, but would still require some considerations..

  • @willmakk
    @willmakk 4 роки тому +424

    Sometimes UA-cam recommendations can take you to a magical place. Holy shit.

    • @Jamboraama
      @Jamboraama 4 роки тому +9

      Willmakk Tell me about it! I have never watched none of this kind of videos and now im like whaaaat this is so cool!

  • @jcskehan
    @jcskehan 5 років тому +287

    4:15 looks better than almost any mountain I've seen in a game ever.

    • @DreadKyller
      @DreadKyller 4 роки тому +45

      While this is true, in many games terrain like this isn't very desirable, it's harder to limit traversal, this erosion by it's nature tends to create slopes that aren't that steep, and flat areas, authored terrain, while less natural, gives more freedom with how the designers want the player to navigate through it. There are often gameplay considerations on top of the art.

    • @TristanPopken
      @TristanPopken 4 роки тому +5

      @@DreadKyller A friend of mine made this mountain in Minecraft, what do you think of it?
      www.reddit.com/r/Minecraft/comments/gjnya5/a_mountainous_landscape_i_just_finished_today/

    • @weckar
      @weckar 3 роки тому +13

      @@DreadKyller I wonder if that's true. While this method changes the texture of the terrain a lot, it doesn't change the overall shape much. So the initial heightmap could be designed to specific design parameters before the procedural engine takes over.

    • @luxraider5384
      @luxraider5384 3 роки тому

      @@DreadKyller but this may a be a really good generator of an inacessible area that you'll simply see changing as a background

    • @SanyaJuutilainen
      @SanyaJuutilainen 3 роки тому +2

      @@DreadKyller It will be applicable in future's procgen games - games like NMS or Elite (not now, but when atmospheric planets are implemented) could use this heavily.

  • @Blackthornprod
    @Blackthornprod 5 років тому +1516

    That's quite incredible :) ! The complexity of what you're doing blows my mind away. I sure look forward to joining you on more coding adventures !

    • @SebastianLague
      @SebastianLague  5 років тому +96

      Thanks Noa :)

    • @conan5743
      @conan5743 5 років тому +22

      I just wish I could code on he's level.

    • @SeppahBaws
      @SeppahBaws 5 років тому +18

      @@conan5743 practice, practice, practice, practice, practice, practice, practice and more practice...

    • @1234macro
      @1234macro 5 років тому +31

      @@SeppahBaws Well, not practice. Research.

    • @tiskolin
      @tiskolin 5 років тому +34

      @@1234macro Well, not only research. BOTH practice AND research!

  • @ThePlacehole
    @ThePlacehole 5 років тому +79

    2:40 "Which brace placement style do you use?"
    Sebastian: "All of them. At the same time!"

  • @castortoutnu
    @castortoutnu 5 років тому +438

    Then you can implement things like "a surface with vegetation will erode less then a rock/soil surface", "vegetation doesn't grow above a certain altitude", implementing different hardness for the soil...

    • @oren7404
      @oren7404 5 років тому +3

      yes ,......... the Algorithm also this factor considered.................................... while eroding (amount to erode) * p_factor...........at a point
      this p_factor vary from 0 to 1f
      - 0 means no_erosion(Like Rock)
      - 1 means complete erode

    • @matheuscirillo36
      @matheuscirillo36 5 років тому +17

      @@oren7404 rocks definitely erode. Should be like 0.05 erosion on big vegetation, and 1 in high altitude rocks

    • @SkedDad
      @SkedDad 5 років тому +3

      hey maby you could do that, the code is in the description :^)

    • @nagualdesign
      @nagualdesign 5 років тому +4

      I'm not sure that vegetation slows down erosion in the real world. Real erosion of solid rock is mostly due to frost, so it tends to affect areas that are saturated with moisture. And the roots of plants can act like crowbars as they needle into rock fissures, pushing things apart.

    • @castortoutnu
      @castortoutnu 5 років тому +20

      @@nagualdesign Vegetation definitely stabilise the soil, look it up.

  • @mvmlego1212
    @mvmlego1212 3 роки тому +24

    I hadn't realized how critical erosion was to proper-looking terrain until I saw the before and after images side-by-side. It was a big improvement. Well-done!

  • @IndieMarkus
    @IndieMarkus 5 років тому +137

    Yes, yes, yes! Please do this with voxels! That was absolutely awesome!

  • @dmitri8117
    @dmitri8117 5 років тому +259

    Hey Sebastian, I just saw you uploaded this video today and I wanted to say thanks for all your videos! I have been following some of your series (the blender animation; the procedurally generated terrain) and wow, I simply have not seen another UA-camr delve this deep into these Unity topics as far as you do. You explain everything very clearly, go at a very good pace, and the videos are just really good quality. This is the kind of stuff you would take an expensive class for, it's so good! Keep up the great videos!

    • @SebastianLague
      @SebastianLague  5 років тому +18

      Thank you :)

    • @T0xIcNigHtMarE
      @T0xIcNigHtMarE 5 років тому +6

      I completely agree, His work is simply inspiring and I love your procedural videos. Amazing work man! ❤

    • @yudingzhou8683
      @yudingzhou8683 4 роки тому

      agree, although I have finished the series yet, I found Seb's topics brings me the fundamental part of fun, interesting and challenge of coding to me.

  • @dinkledankle
    @dinkledankle 5 років тому +44

    Magnificent. The result looked so natural, it was very satisfying.

  • @fywq1649
    @fywq1649 4 роки тому +5

    I'm a geologist learning programming as a hobby This is just the kind of inspiration I need. The after-simulation terrain looks so much more realistic. Very well done.

  • @AstralSnowstorm6157
    @AstralSnowstorm6157 5 років тому +11

    It's such a beautiful moment when we are getting more accurate with terrain generation.

  • @alicepersson9568
    @alicepersson9568 4 роки тому +222

    Me: **has never coded in my life**
    Sebastian: **makes a tiny mistake**
    Me: Ah yes, a trivial mistake, I too have struggled with this

  • @imRelaxHD
    @imRelaxHD 5 років тому +11

    Sebastian, what you're doing is absolutely amazing! That terrain looks incredible. As a passionate computer science student, you motivate me to try out new experiences like that more! Keep going you're amazing :)

  • @CamperJohn
    @CamperJohn 5 років тому +76

    Very cool stuff...way over my head on the calculations, but very interesting to hear how you came up with the solution. Thanks for sharing.

    • @cchance
      @cchance 5 років тому +8

      That's the first thing to realize that most calculations already exist its just finding the right ones to meet your need that's the big task

  • @gelerson1642
    @gelerson1642 5 років тому +1

    I'm so incredibly impressed by your procedural renders. Please keep doing these in this format and at this length.

  • @user-nj1qc7uc9c
    @user-nj1qc7uc9c 3 роки тому +1

    0:03 it is a lot more exciting than it sounds, hence why im rewatching all your videos instead of studying

  • @badgoy8439
    @badgoy8439 5 років тому +4

    this kind of stuff (hydraulic action, land formation, weathering, etc) really fascinates me, so it's awesome to see you simulate it and be able to adjust variables and time. Really cool XD

  • @MyDarkMe
    @MyDarkMe 4 роки тому +8

    Thats so cool. Finding a video on a random youtube streak that takes advantage of a paper produced at "your" university.

    • @Acrid93
      @Acrid93 4 роки тому

      That's what i just thought!

  • @creativebeetle
    @creativebeetle 5 років тому +2

    So SO bloody cool!
    Your's and CodeParade's channels have never failed to blow my mind with programs time and time again.
    Keep it up!

  • @yushutong722
    @yushutong722 5 років тому

    Oh man, your channel is awesome. I came across it today and cannot stop watching your videos. There are plenty of youtubers teaching programming or game development but what you are doing here is so explorative and so cool. Keep up the good work, genius!

  • @Aeroxima
    @Aeroxima 4 роки тому +3

    This is amazing, it looks so much more real. I never thought about it consciously, but mountains have always had a weird look to them, and that has to be why. I don't get out a ton, but every time we drive by the mountains, I see really similar patterns. It was immediately recognizable, I had to pause in awe. The before is vaguely recognizable too, as terrain I've seen in (especially older) games a lot. To think you can have it improve on it that much with just .75 of a second is amazing to me.

  • @darcksage1
    @darcksage1 5 років тому +6

    3:33 lmao the magic of programming.

  • @rowenforman6458
    @rowenforman6458 5 років тому

    Wouw, Sebastian you are quite an inspiration for me as a coder. I have been following your videos for a while now and you just keep doing baffling work. Your procedural world series got me through my thoughest assignment ever, and I couldn't be more grateful. And now this, this is just amazing. Your ability to use research and experience to create truly new and impressive work is astounding.

  • @EricDaily
    @EricDaily 5 років тому +1

    Super impressive Sebastian! Thank you so much for stepping through it for the benefit of us all. Really wonderful channel you've created here.

  • @TheLeontheking
    @TheLeontheking 5 років тому +5

    ahh, it is so interesting that an untrained eye does not even recognize what is missing on the terrain before the water-simulation. But this texture that is being formed by your simulation makes it look vastly more realistic!

  • @charlesallensworth4384
    @charlesallensworth4384 5 років тому +5

    Voxels with different densities and cohesive stability (and color) could produce some spectacular terrains.

  • @indidev2052
    @indidev2052 5 років тому

    Hey Sebastian, you contents are unique and your way of explaining things are just awesome. Thank you so much for your support. Learned a lot from you.

  • @SeanFrancisNBallais
    @SeanFrancisNBallais 5 років тому

    Your video format is amazing. It feels engaging and I never felt bored. Do more of these please.

  • @dawsonhampton5949
    @dawsonhampton5949 2 місяці тому +3

    "Welcome to Coding Adventures, a series which is probably a lot less exciting than it sounds." That is most definitely not true!

  • @caspera3193
    @caspera3193 5 років тому +4

    I cannot wait for the tectonic based voxel terrain. Cool video!

  • @toffeethedev
    @toffeethedev 5 років тому

    This is incredible. This is so incredible you have no idea. I'm so happy you're starting a new series just dedicated to *cool stuff*, really looking forward to it!

  • @staudinga
    @staudinga 5 років тому +1

    Wow, this was recommended to me by UA-cam and I'm stunned by how amazingly well this method worked. Great job!

  • @Plapp_
    @Plapp_ 5 років тому +7

    You think we might not like it
    I JUST SUBSCRIBED, I LOVE THIS

  • @LuukeFX
    @LuukeFX 5 років тому +54

    Hey Sebastian ! Ive been watching your tutorials for quite a while now and now i just have to write this. Thank you so much for sharing your knowledge ! The things one can learn from you are beyond any value and tought in a very competend way. I spent some time following your tutorials about procedural mesh generation since i am working on a strategy game. I learned a lot from you and applied the stuff to unitys terrain system. After that i started to expand and alter the code and searched for ways to implement hydraulic errosion. Thou i found the paper you are referring to as well, seeing this now is just so awesome ! If of any interest, I changed the first noise octave to a ridged noise to get something more like mountain ranges, maybe that is interesting for someone.
    I have a question though ... is there a reason to use a mesh object instead of unitys terrain ?

    • @SebastianLague
      @SebastianLague  5 років тому +7

      Thanks, happy my videos have helped you! Not really -- I used to dislike the terrain system, but apparently it's much better now. I should really take a look :P

  • @andershusmo5235
    @andershusmo5235 5 років тому +2

    Wow, that simulation did wonders for the terrain! I had no idea just how much of a difference a thing like this would make.

  • @Kehhcaso
    @Kehhcaso 5 років тому

    I have literally never coded or watched a coding video but this was in my recommendations and I actually enjoyed it. Keep up the good work, and I look forward to seeing many more adventures with you!

  • @emototheextremo5571
    @emototheextremo5571 4 роки тому +30

    I finally found a video where all the comments aren't memes or "Why did I get recommended this". Blessed

    • @noahmarchais804
      @noahmarchais804 4 роки тому +1

      Ill make sure to cross you off the Area 51 raid list...

    • @apersononlineyes6554
      @apersononlineyes6554 3 роки тому

      Why did I get recommended this?

    • @Roaxial
      @Roaxial 3 роки тому +1

      People who comment like you are part of the problem

  • @mustafageo
    @mustafageo 5 років тому +52

    This would be a great candidate for compute shaders tutorial.

    • @torginus
      @torginus 5 років тому +4

      Or it could be used to showcase Unity's new Burst compiler

    • @mustafageo
      @mustafageo 5 років тому

      @@torginusTrue... overall, though. I think GPU would win if you scale the map to bigger size.

    • @KaletheQuick
      @KaletheQuick 5 років тому +1

      @@mustafageo You would need to tweak the simulation a bit, but you could definitely get some great performance out of it.

    • @brendankapp5237
      @brendankapp5237 5 років тому

      You got your wish haha

    • @mustafageo
      @mustafageo 5 років тому +1

      @@brendankapp5237 Its time to implement my evil plan by the suggestion and learn from it :) I have a couple of projects that can incorporate compute shaders perfectly e.g. (ua-cam.com/video/36kmJCELT0w/v-deo.html This example is on cpu). I learned most things a while back but didn't get to actually implementing things in my projects as I didn't have time. I was using 2D textures but I think I will switch to compute buffers as they are more flexible. Maybe I will try something in the next weekend and see how it goes :)

  • @balorprice
    @balorprice 5 років тому

    This is amazing! Thanks for the walk-through. I'm very impressed how you describe the concept thoroughly without making a video taking 40 minutes.

  • @lightpixeldotnet
    @lightpixeldotnet 5 років тому +1

    This was fascinating. Beautiful results sir.
    Really loved the commentary and the included bugs/bloopers. Real shit.

  • @pepsi_or_orange_juice
    @pepsi_or_orange_juice 3 роки тому +6

    "Coding adventures isn't as exciting as it sounds, It is just a thing where I share my little projects"
    I watch these Coding adventures as if there my top 3 fav shows combined

  • @xaytana
    @xaytana 5 років тому +3

    Another thing to consider in this is wind erosion. Climate, season, and weather manipulation could also add a lot of realism to this. Then use PhysX fluid simulations to find where rivers and lakes should be. Vegetation also adds to how terrain develops over time.
    It'd be cool if you could export all of this into a game engine, then make it to where the game engine itself can procedurally generate random terrain based on all of these factors.

  • @pesterenan
    @pesterenan 5 років тому

    This was awesome! It makes such a transformation on the terrain that makes it more natural, more smoother where it should be. This is so difficult to achieve on 3d modelling in a natural way. Really incredible!

  • @manualvarado2212
    @manualvarado2212 5 років тому

    You are such an amazing game developer, programmer and content developer, Sebastian!
    Thank you so much for sharing all of these with us. It feel's so good to know i can come to your channel to get awesome tutorials with great practices.
    Also, it may sound a bit, silly? But even though i really like Unity, because i love programming, i'm very afraid of it hindering my progress as a programmer because it "does too much for me". But, thanks to you, i can remember that it just allows me to focus on other things, and not have to worry myself about some things like graphics (which is a fascinating area on its own!) and still come out with quite complex ideas.
    Thank you so much from Venezuela!

  • @quasar4780
    @quasar4780 5 років тому +12

    You're a wizard Harry.
    Seriously though, I wonder how you manage to find the logic behind such cool-looking results. My brain doesn't even meet the minimum requirements to do half the work you did here. I think I'm gonna try the project you uploaded on your Github, it looks promising. Have fun with that project :)

  • @jjjames4484
    @jjjames4484 4 роки тому +3

    How dare you to be so amazing!! Now you leave me no choice but to worship you and follow you channel!

  • @nutme
    @nutme 3 роки тому

    OMFG!! can't believe that youtube finally recommend me something like this! Was looking for this for the last two weeks!
    Thank you so much for being so thorough, and sharing the code!!

  • @thomaseichler2368
    @thomaseichler2368 5 років тому

    One of the most underrated youtuber ever. You did high quality stuff since the begin. Thank you for that!

  • @NickStagakis
    @NickStagakis 5 років тому +4

    Now please apply this to your Procedural Planet series!!!

  • @fatman9644
    @fatman9644 3 роки тому +5

    "a series which is proberbly a lot less exciting than it sounds", are u joking, this is insane.

  • @RickyC0626
    @RickyC0626 4 роки тому

    The complexity and depth of the topic and its research and implementation is just phenomenal. I needed to re-watch the video several times to fully understand it, but it's extremely interesting nonetheless. Looking forward to more coding adventures!

  • @DarkShroom
    @DarkShroom 2 роки тому

    exactly what i was just thinking of coding, i think first i will watch any tutorials i can find thanks for the share!
    amazing result and good work

  • @Mythricia1988
    @Mythricia1988 5 років тому +3

    That's really cool stuff, I've been looking into trying this myself at some point but I never got to it. There are a bunch of other erosion mechanics that can be implemented alongside this as well, to add further detail.
    Also, unrelated to the video really, but I saw in another comment that the animation on the intro was Delaunay Triangulation. I've been trying to understand how that crap works for a while now and I don't seem to get it; and all the videos on UA-cam about it either don't actually explain anything, or are awful attempts at it.... Could you make a video about it maybe? It'd be super useful for a lot of procedural mesh generation problems!

  • @SimeonRadivoev
    @SimeonRadivoev 5 років тому +8

    Store the paths of the water and use it in terrain colouring

    • @oren7404
      @oren7404 5 років тому +1

      Great_
      x , y ...................... texture2D......................................Material.main_texture = texture2D;

    • @ColinPaddock
      @ColinPaddock 5 років тому +5

      Add up the number of times that a precipiton has passed through each pixel. Use that information not only to determine the reduction in elevation, but also(perhaps in combination with local flatness/slope)a “wetness index” to feed into a vegetation algorithm.

  • @anthonysiebenmorgen7216
    @anthonysiebenmorgen7216 5 років тому

    Wow, this is really amazing. Thanks for making these videos. They deserve a lot of attention

  • @BlueyMcPhluey
    @BlueyMcPhluey 3 роки тому

    wow, this is incredible, I love the look of the finished result, can't wait to dig through your code

  • @BurdLunkhurd
    @BurdLunkhurd 4 роки тому +7

    Is there a way i can get a heightmap back out of this program after its done eroding?

  • @AB-pr4uc
    @AB-pr4uc 4 роки тому +3

    Also, could this hydraulic erosion be procedurally generated? Can the program make a high-def normal map, reduce the vertices for easier computing, and then project the normal map to give the illusion of a higher def terrain? Very curious...

  • @DesertCookie
    @DesertCookie 5 років тому

    The results you got are just incredible! I'm now fully convinced that every terrain generator should have this.

  • @projectb6573
    @projectb6573 Рік тому +1

    i have watched this video tens of times and i still love it

  • @oren7404
    @oren7404 5 років тому +3

    Great Work..................was that Delauny_Triangulation at start of video

    • @SebastianLague
      @SebastianLague  5 років тому +2

      Thanks! Yes it was.

    • @Mythricia1988
      @Mythricia1988 5 років тому +1

      @@SebastianLague You should make a video about how it works, there are no real good explanations that I could find, that weren't either awful explanations, or so deeply technical I couldn't wrap my mind around them anyway. To see a walkthrough of an actual code implementation would be awesome!

    • @oren7404
      @oren7404 5 років тому

      1 . set of random points
      2 . Triangulate them by Triangle_splitting_Algorithm...................
      3 .
      a . now loop through all Triangle .......... make a circle
      b . check if neighbour point to triangle is inside..........or............on && outside The circle
      c . Flip edges Accordingly _......................till none remains

  • @feha92
    @feha92 5 років тому +4

    The graphics looks like unity, there are unity files in your repository, and the manual says to open in unity... so why is the project a vscode project?

    • @erehh9817
      @erehh9817 4 роки тому

      feha92 you can make things for unity in vscode

    • @bammam5988
      @bammam5988 3 роки тому +1

      VSCode is just a fancy text editor. You can edit C# files in it

    • @feha92
      @feha92 3 роки тому +1

      @@bammam5988 old necro xD and yeah, I clearly had no idea how unity worked back then, figured it was an IDE.

  • @vinotinto8547
    @vinotinto8547 5 років тому +2

    There's no other place like your channel on the internet. Thanks for your work !

  • @KhronosMX
    @KhronosMX 5 років тому

    This is amazing, both intriguing and straightforward. I would definitely like to see more of the Coding Adventure series in the future. Can't wait!

  • @SirNightmareFuel
    @SirNightmareFuel 5 років тому +3

    I'd be interested to see how this could be adapted to running parallel on the GPU.

    • @moth.monster
      @moth.monster 5 років тому

      Unless erosion is a main game mechanic I don't think we need to worry about that.

    • @MyFilippo94
      @MyFilippo94 5 років тому

      Would be intresting though, what kind of gameplay might involve interactive erosion?

    • @doktork3406
      @doktork3406 5 років тому

      @@moth.monster
      maybe he works in a field that would benefit from this
      or maybe he wants to build a mountain house and he wants to try to find the best spot for it and generations to come
      the graphics card isn't all for games

    • @Ryan123220
      @Ryan123220 5 років тому

      @@MyFilippo94 "From Dust". A modern version of "From Dust" in either sandbox, or game form would be perfect.

  • @CHICKSTER118
    @CHICKSTER118 4 роки тому +3

    “Potential pitfalls” 🙃

  • @JasonEwton
    @JasonEwton 5 років тому

    Sebastian, your work is so inspiring. Well done, and please keep going.

  • @AEastrolabe
    @AEastrolabe 5 років тому

    Awesome video ! Great explaination, and I was really surprised to see how good the final terrain looks !

  • @World_Theory
    @World_Theory 4 роки тому +4

    Well… It's a good start! Your going to be limited to certain types of techniques though, if you stick with only using a height map. To get really realistic terrain, you'll need to move to volumetric pixels, or some way to simulate voxels. (You might be able to simulate voxels for the purpose of erosion, because the really relevant part of using voxels, is the exposed surface of the voxel terrain, because that's where the erosion is happening. So if you had multiple planes of different materials, with both a height map for depth, and a masking/clipping layer for presence, you have whatever is sticking up above the surface of the other layers, take the erosion, and effectively protect the layers below it.) You should also consider how plant life impacts erosion, because I happen to know that it has a very significant effect. A carpet of grass will dramatically slow soils from eroding, and plants can also contribute to eroding rock, if there are any cracks where roots can get into. And constantly flowing water will also make it hard for plant to grow, such as is the case with rivers and such. And consider that plants have a much harder time growing on different materials.
    You should look up some information on how the first plants and fungus got their start on this planet. There was apparently some type of organism that evolved to very, very, slowly, digest bare rock. And it would pile up, creating a foundation for the first stiff plants to grow in.

  • @rishimenon5632
    @rishimenon5632 5 років тому

    This was really fascinating to watch! Looking forward to the rest of the series

  • @Hammer563
    @Hammer563 3 роки тому

    Very interesting actually! It's super cool to see stuff like this in action and just how possible and manageable it is

  • @upgames1313
    @upgames1313 5 років тому

    your videos are always so inspiring and I always feel like experimenting with code after watching them! thank you!

  • @kingofshadow6807
    @kingofshadow6807 3 місяці тому +2

    the start of an era

  • @ScientObject40
    @ScientObject40 2 роки тому

    Thank you forever for starting this series.

  • @_nemo
    @_nemo 5 років тому

    What a great idea for a video format! I would be glad to see more like this

  • @joshuah2234
    @joshuah2234 5 років тому

    Beautiful work. These kinds of projects are very exciting.

  • @dregsor
    @dregsor 5 років тому

    Sebastian. I always find anything you do interesting, if not
    breathtaking. I just wish there were more of it. I know you do
    what you can.

  • @lecombattant1000
    @lecombattant1000 4 роки тому

    Just the fact that the code is actually availible makes me so happy. You're great, I just want to play with erosion too now. Keep up the good work!

  • @Klayperson
    @Klayperson 5 років тому

    when stuff gets broken down into steps like this it shows how simple things can be, it just takes the right kind of mindset to set out about setting up the steps. i need more vigilance. but you have inspired me

  • @Ensiferum888
    @Ensiferum888 5 років тому

    You Sir, are a gentleman and a scholar. Thank you so much for all your work and the fact that you always give us the source code so we can learn how you did your stuff. I've been working on my game for 5 years and I must say without you there's no way I'd be this far.
    Thank you so much!

  • @eldereth
    @eldereth 5 років тому

    Incredible video, Sebastian! Absolutely loved it!

  • @snootspoup6039
    @snootspoup6039 4 роки тому

    This is so amazing and peaks my curiosity. Keep on doing what you do it's awesome!!

  • @Ne0mega
    @Ne0mega 5 років тому

    It's like a prayer come true. I finished your land mass generator tutorial series only a week ago!

  • @nickhahn3276
    @nickhahn3276 4 роки тому

    Keep doing what you do, man. Very cool stuff.

  • @potatopassingby1148
    @potatopassingby1148 4 роки тому

    oh my god thats so fucking amazing. it honestly kinda motivates me to do things like that on my own as well. like, observe something on nature and try to recreate it in unity with some kind of algorithm that someone has published on a paper or something. i bet watching the end result working is the best feeling ever

  • @ezequielblanco8659
    @ezequielblanco8659 5 років тому

    This looks awesome! It reminds me of someone who created an application that not only generates terrain, but also speculates where rivers would form, where people would establish settlements, which settlements would grow into bigger cities, what path would become roads and even added a name generator with some very complex linguistic rules.

  • @florianmisof1988
    @florianmisof1988 5 років тому

    dude thats pretty cool, keep up that Kind of projects, i enjoy whatching them develop

  • @littlenarwhal3914
    @littlenarwhal3914 5 років тому

    That's so cool! Every day I think Im getting better at programming and then I see this... What you do is incredible, and I hope I too will one day be able to do this kind of thing on my own.

  • @Magnogen
    @Magnogen 2 роки тому +1

    I've been binging these since I got a better computer. These are awesome for personal projects, thanks Seb!

  • @blockybeggar6423
    @blockybeggar6423 2 роки тому

    I really love all of your videos. I am not a coder so I can never experiment with what you made so I would really love if you made more videos off of all of your videos, with the ideas you have at the end.

  • @LV-nm8ow
    @LV-nm8ow 4 роки тому +1

    This is really inspiring, thanks for sharing! Procedural approaches emulate nature best

  • @elijahtommy7772
    @elijahtommy7772 5 років тому

    Wow this is actually pretty awesome, looks like real mountains with the ridges and everything.

  • @LinwoodLongstrive
    @LinwoodLongstrive 5 років тому

    Wow, +1 sub. I didn't know stuff like this were possible. I tried to get into map design years back and it was a lot of work to get anything decent so I stopped. After seeing this, I am getting inspired again. Keep up the good work

  • @JoystickLab
    @JoystickLab 5 років тому

    This is the Best Unity tutorial channel in UA-cam and probably the best tutorials among all over internet. Love yoi.😀

  • @MrGentleGaming
    @MrGentleGaming 5 років тому

    This is really awesome and beautiful. Always impressed by your work.