Terrain Generation with Plate Tectonics

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12 comments, last by jefferytitan 11 years, 8 months ago

I would have liked to see a lot more examples like Fig. 24. Maybe you could post more in this thread? Your results are pretty fascinating.


Finally! I pushed my timetable this weekend and managed to implement all the improvements I desired - erosion caused by rivers, more rugged texturing, fixed "long finger-like islands" subduction bug and added some curvedness to plate trajectories. The results are not incredibly good but significantly better than earlier!

[attachment=8948:platec-new01.png]
Pay attention to much rougher yet far less abrupt mountain slopes. The whire pixelated ring is there to hide the not-yet-fixed subduction bug.

[attachment=8949:platec-new02.png][attachment=8950:platec-new05.png]
In the last two pictures you can see long and island chains and islands too. However, none of them looks like a "long finger". Quite the opposite - there's cool looking archs and angles here and there, much like in the real world. smile.png
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Hello lawrencemann

Nice job! That's what I was looking for for a while now, to make more realistic worldbuilding. I've downloaded the sources but, as I don't know any programming in C++, I wonder if you could give me some indications about how to make you program work under windows.
Thanks in advance.

Clotaire

Nice job! That's what I was looking for for a while now, to make more realistic worldbuilding.


Thanks! I'm always happy to hear that someone enjoys my work or finds my effort helpful. smile.png I agree with you: by simulation of physical processes produces much more realistic terrain than fractal based methods!


I don't know any programming in C++ ... how to make you program work under windows.


I did my work on Linux for Linux. I have absolutely no intentions to port the code to any other platform. For those who want to do it themselves, I suggest the following:

  1. Learn some C/C++ (if you don't know it already).
  2. Get make & gcc for Windows (optional).
  3. Fix the Linux specific parts of code (like include paths) to match your system.

If somebody does any porting and feels like they want to share it with others, please contact me and we'll commit your code to the SourceForge repository. smile.png
Very cool. I too like the idea of using real physical processes because of the improved results. Sadly the fractal methods I've seen yield a certain predictablity, and (as it says on the box) suffer from scale invariance.

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