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@runevision@mastodon.gamedev.place

2026-05-01 09:32 UTC

I've been refining how I apply erosion to my terrain, managing to amp up the strength and detail without some unwanted artifacts I got before. I also colorize the cliff color based on erosion more aggressively, which adds a lot to the overall impression too. #ProcGen #GameDev

Replies (6)

  • I actually don't use the mask based erosion technique from my erosion filter video and blog post here. I don't need crisp mountain peaks and valleys for my usage, so I mostly apply Phacelle noise (with derivatives) directly (4 octaves), with custom modulation based on slope, which works much better here. I think the erosion techniques work better as a toolbox than as a monolithic grand function.

    Open ##2647218

  • @runevision@mastodon.gamedev.place Miles better. Adds detail that helps hide the repeatingness of the texture tiles; You could probably fade those out a bit at distance now too.

    Open ##2647219

  • @runevision@mastodon.gamedev.place That looks really good - absolutely bonkers how you're doing this in realtime too!

    Open ##2647221

  • @runevision@mastodon.gamedev.place strange, with all these plants it doesn't add much

    Open ##2647222

  • @runevision@mastodon.gamedev.place Huge improvement! Fixes that thing I complained about previously, that the erosion scale looked the same as the noise scale to me. Now the eroded cliffs look distinctly eroded, not just bumpy :)

    Open ##2647225

  • @runevision@mastodon.gamedev.place Huge improvement!

    Open ##2647228