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Water run-off, rivers, lakes, etc.

Started by hogjonny, November 06, 2008, 10:57:01 am

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hogjonny

The basic flat water table is great, don't get me wrong.  It's easy to use and works great for most of the worlds we are building for game development.  However, I'd love to see a filter in future versions which would drop water droplets (maybe based on a rainfall setting?) and then build a mask (probably a lot like the sediment flow stuff in the erosion filters) but basically build up tributaries, rivers, fill up lakes and pools and such... cascading down to the global water table.  Maybe then even pass a mask for this into another filter like the beach erosion, to make flat banks and washes associated with it.
skype: hogjonny

monkschain

 :D To do this properly would probably require volumetrics. This is one for the future, but surely a ways off. That requires an order of magnitude more processing. Even if WM used the streaming procs of for eg, the latest gfx cards, it would still be impractically slow. That's how much iron you would need.
You could maybe avoid volumetrics but then you have to find a practical implementation that gives good visual results. Would it be worth the effort?

I do think that water without a water table would be cool and doable idea. Even with a VERY simple water table might be possible, but as for aquifers and the like, not for a good few years :)

monks

hogjonny

Just curious - How does the snow node accumulate the snow depth, etc.?
skype: hogjonny

Zonder

If your doing this with a height map then you could just drop water at each coordinate and trace where it flows to and store that in another map but add 1 (Water amount) each time water stops at a position this map also has a positive effect on the height map for the next iteration so you eventually get a water build up map which overlays the height map. You can also make a flow map for each position

e.g.

Initial height map very steep sided height map
5 5 5 5 5 5 5 5 5
5 4 4 4 4 4 4 4 5
5 4 3 3 3 3 3 4 5
5 4 3 2 2 2 3 4 5
5 4 3 2 1 2 3 4 5
5 4 3 2 2 2 3 4 5
5 4 3 3 3 3 3 4 5
5 4 4 4 4 4 4 4 5
5 5 5 5 5 5 5 5 5


Water is dropped at 1, 1 (Top, Left) it ends up at the number 1 in the center as all sides are slopped and the water map will have a 1 at that position and the watermap + heightmap will have a 2 at that position (You would use a different value to indicate the amount of water at the position say 0.1 for less water or 2 for loads of water)

5 5 5 5 5 5 5 5 5
5 4 4 4 4 4 4 4 5
5 4 3 3 3 3 3 4 5
5 4 3 2 2 2 3 4 5
5 4 3 2 2 2 3 4 5
5 4 3 2 2 2 3 4 5
5 4 3 3 3 3 3 4 5
5 4 4 4 4 4 4 4 5
5 5 5 5 5 5 5 5 5



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