@runevision@mastodon.gamedev.place
Post #883046
2026-03-30 13:40 UTC
Replies (15)
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@runevision@mastodon.gamedev.place 2026-03-30 14:49
Here's the Shadertoy where you can paint eroded mountains and islands with your mouse, right in the browser: https://www.shadertoy.com/view/sf23W1 #ProcGen #vfx #GameDev
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@JeremiahFieldhaven@mastodon.gamedev.place 2026-03-30 14:06
@runevision This is some astounding work! The results it's generating in real time are kinda mind-blowing.
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@ThibaultJ@mamot.fr 2026-03-30 14:15
@runevision This is really cool! Thank you for the detailed explanation.
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@SomethingLikeGames@mastodon.gamedev.place 2026-03-30 14:36
@runevision Thank you for the detailed explanations. It's really fascinating.
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@OutsideCasey@mastodon.social 2026-03-30 14:48
@runevision nicely done, interesting work.
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@SmashToday@discuss.smash.today 2026-03-30 15:46
@runevision Wow, that is very cool.
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@thomastc@mastodon.gamedev.place 2026-03-30 15:58
@runevision Thank you, this made my day! 🤩 I didn't realise that the basic idea was so simple, with at best half-baked explanations of "gavoronoise" out there. You explained it clearly and succinctly. In part 3 of the video, it seems like you're still using the absolute height value to decide whether something is a minimum or a maximum. Could the *second* derivative be used for that instead? I think it might work for stacked fading too.
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@boggo@mastodon.gamedev.place 2026-03-30 17:03
@runevision this is wonderful!
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@futuresprog@mastodon.nzoss.nz 2026-03-30 18:10
That’s impressive! Some good looking terrain coming out of that. @runevision
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@jonikorpi@mastodon.gamedev.place 2026-03-30 20:10
@runevision Not only is the technique rad but the video is also very good. Thank you for putting so much effort into helping people understand.
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@nitramiuz@mastodon.gamedev.place 2026-03-30 20:57
@runevision Amazing results and explainer video!
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@johnnesky@mastodon.gamedev.place 2026-03-30 22:33
@runevision Fantastic writeup, thanks! Generating a good input heightmap is explicitly beyond the scope of this article, but that feels like the next logical thing to look at. I've been wondering if there's a good way to make sure that following down a slope will end up at a lake or ocean, i.e. controlling the local minima. Maybe a large scale voronoi system could determine the maxima and minima in such a way that finer scale voronois could preserve these while forking the channels between them.
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@pitiK3U@mastodon.online 2026-03-30 23:49
@runevision Insanely good looking!
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@TomL@mathstodon.xyz 2026-03-31 02:04
@runevision Brilliant. That's exactly what I was pondering about a week or so ago: https://tglad.blogspot.com/2026/03/fluvial-landscapes.html I didn't get far, but this looks great so I'll enjoy reading about it.
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@iralmeida@mastodon.gamedev.place 2026-04-10 09:15
@runevision Super super nice! *now* I did finish going through the video&post. I just didn't have the time before EPC. I love both the explanation and the result 💜