You can use the W key to spawn water (marked as blue). While holding the T key, the terrain is dynamically eroded. You can also hold the Z Key for a faster erosion (equals pressing the T key 20 times).
To achieve a good erosion, you will probably have to spawn a lot of water, and hold Z until it completely evaporated.
The performance is quite fast, I didn’t test it for bigger heightfields yet, tho (Currently using a 512x512 heightfield).
Hey tobspr, again some great work!
I tried to make such a program for months now, mine does still produce anything but the expected results.
As I don’t know nearly enought about shaders to come up with something equivalent to your solution, I would like to expand your program into a fully functional terrain editor program.
Therefore, i have some Questions:
which erosion model did you implement, is there a paper around that explains the underlying idea?
Do you plan to do further work on this?
I noticed that, altought calculation is done using floats, most images use an integer format. What advantages does this have?
is your LUI system meant to replace DirectGui? When should I use which of them?