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Edit: rainfall modelling appears to have been removed in this commit: dfa81ce
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I removed it because some changes I did made it looks worse (can't remember precisely what), I'm currently experimenting with some new rain methods and will possibly add it in near future.
from webgl-erosion.
I'm not familiar with shader programming (where most of the computational work seems to be done) but would like to implement the feature back myself, could you point me in the right direction?
from webgl-erosion.
Sure, not sure if you already know this but there are in genereal 3 ways to simulate erosion according to all the research people have done over the years :
Grid based : https://cgg.mff.cuni.cz/~jaroslav/papers/2008-sca-erosim/2008-sca-erosiom-fin.pdf,
Particle based : https://www.firespark.de/resources/downloads/implementation%20of%20a%20methode%20for%20hydraulic%20erosion.pdf,
Connected graph : https://hal.inria.fr/hal-01262376/document
I used grid based method which is best suited for GPU implementation, whereas particle based and graph based method are better/easier to implement on CPU, these 3 method both have their advantages and disadvantages, you might want to take a look at the paper I listed and decide which one is best for you, I personally would recommend you to go with particle based and graph based method since you are not going to do shader programming (GPU essentially), however, if you still want to do the grid based method, I think Karhu has a CPU based implementation of this algorithm, here's their github : https://github.com/karhu/terrain-erosion.
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