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 Terrain Generation Using Fluid Simulation
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Love the article, a nice, simple (yet effective) way to make some pretty cool terrains pretty quickly. I think it took me ~15 minutes to get a working demo, which was nice.

But I found a nice little modification to your algorithm. Instead of setting the edges to 0 then ignoring them, I just wrap around to the other edge of the heightmap. Not only does this allow for "bumpy" edges, but it gives the added bonus of making the heightmap tile beautifully.

Just my own personal experimentation results.

-MSkinn99

What's done is done (Until you hit Undo)
Two wrongs don't make a right; but 3 lefts do.
You'd be paranoid too if everyone was out to get you.


Yet another game programming web page...

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Ah, nice idea, I hadn't thought of doing that. Yes, that would give some nice tiling heightmaps.

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