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[HUB] - Water mechanics overhaul: Farm irrigation, sail boat canals, pipes, aqueducts and natual occuring water sources


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Posted (edited)

For Context

This thread will mainly be used to discuss and organize ideas and feedback related to the (new) water mechanics features other Vintarians have posted.

Keeping track of multiple different topics/features in one thread gets a bit messy, therefore I decided to split everything into destinct posts (see listed Topics below).

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Feedback

For feeback related to the already existing topcis below, please add your comments inside the dedicated thread.

You want to add a new topic/features/ideas or you are unsure where to add it? Just add your idea in the comment section below. Or just send me the link to the existing page, so that I can add it in the section other threads discussing this.

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Limitations for suggestions:

You idea should preferably...

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Story

  • Have you every found great localion, where you wanted to build but there were no rivers, lake or oceans close by?
  • Tired of walking hunderts of blocks to fetch larger quantities of water and transport them back?
  • Want to driving around with you new sail boot but most water bodies are disconnected from each other?
  • Farmland are not irrigated because it does not rain enough in you region?  Well, good luck trying to find a high up water source to redirect water to you base using the old stair method

aqueduct-without-weir-base-game.png.2b2f6825b84ae632e2afdf347e98120b.png

Many Vintarian had pointed out that you can enable the option to allow transporting of water source block via buckets. End of story! 

Well.... moving one cubic meter of water in an 10 liter bucket? Does not sound very realistic. Also many agreed that Water source blocks shouldn’t be moveable.

I would like to suggest an alternative solution to the bucket, allow player to erect aqueducts and build sail boat canals, dig irrigation ditches and like the games says, let them "relive the advent of human civilization" by harvesting the power of ancient (water) technologies.

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Topics/threads                                                                                                                                                                                                                                                             

  • SIMPLE try to stay as close to the current in game water mechanics, only chaning existing mechnics or adding new functions if really neccessary                                 
  • COMPLEX aims to completely replace the current in game water mechanic with a more realistic water physics                                                                                         

Originally only the SIMPLE topics (suggested by @Crylum) where planned to be combined into a bundle of interconnected features. That said, we are looking for ways to potentially join both simple and COMPLEX topics into one overarching concept.                                                                                                                      

 

          Link                                                                                                  │   Complexity   │ Description                                                                                                              

  • Extending water mechanics - Wiers & Irrigation furrows/ditches     │     SIMPLE     │   • partially tested in game                                                         _______________
  • Improving sailboat usability - Canals, sluices and boat lifts             │     SIMPLE     │   • initial concept done                                                                                             
  • Long distance water transport - Aqueduct and reservoirs               │     SIMPLE     │   • Existing mods: https://mods.vintagestory.at/hardcorewater                                
  • Medium range water transport (Late game) - Pipes and valves      │     SIMPLE     │   • initial concept done                                                                                              
  • Erosion mechcanics                                                                         │       TBD         │   • coming soon, open for suggestion                                                                       
  • Reservoirs: Water tower, Cistern etc.                                               │       TBD         │   • coming soon, open for suggestion                                                                       
  • Tweak/problems with current water mechanic                                 │       TBD          │   • coming soon, open for suggestion                                                                       
  • Developing "Advanced Hydrodynamics"                                          │   COMPLEX   │   •  suggest by @Seyko and community members on discord chat                     
    • Idea is to have more realistic water physics and naturall water cycle.                                                                                                                                                           
    • All water sources, like lakes, ponds etc. will have an finite amount of water.                                                                                                                                                
    •  Only naturall occuring water sources like springs and "renewable".                                                                                                                                                              
    • Water will be able to flow freely, fill holes in the ground or flood caves                                                                                                                                                          
    • Rain will slowly refill bodies of water, ground water, barrels, buckets and other reservoirs                                                                                                                            
    • Too much rain can cause flooding and maybe even erosion of dirt, gravel and sand (river may transform the landscape).                                                                          
    • Oceans are infinite source of water due to performance and the fact that salt water cannot be used for crop irrigations or cooking                                                             
    • Dams to power a water wheel and in case the player has a surplus in windmill power they could use pumps to move water up the dam to store it for later use                
    • Possible mod integration: Hydrate or Diedrate                                                                                                                                                                                               

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Other threads discussing this or suggestions by the community (not listed under section Topics/threads)

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Standalone mods related to water mechanics

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That's all for now!

Best,

Crylum

 

Edited by Crylum
Content update
  • Like 6
Posted (edited)

@Tyron Hi, I was a bit hesitant at first to write you directly, as I am sure you and the other devs are quite busy working on the game and I did not want to waste you time.

I just want to see what devs think of my suggestions. Like I had stated above, the goal was to create an extension of the default water mechanics (without breaking the old),

Ideally all small additions should interconnected with each other and other water features (maybe the water wheel etc.).

 

Best, Crylum

 

Edited by Crylum
  • Like 1
Posted (edited)

In general, I would like to have water physics close to real - so that rain fills ravines, pits, wells, floods basements if they are from the soil. So that water gradually penetrates through porous blocks (earth, sand, gravel) and goes to sea level. Retained by impermeable blocks (stone, clay).

Then some caves will be flooded (or only after rain). It will be very cool to get trapped underground because of rain.

In general, from this you can go further in different directions: aqueducts, field irrigation, wells, storm drains, drains, dams, canals, locks, water wheels.

The player will be forced to carefully choose a place for construction and building materials so as not to have a headache later. Life in a dugout will sparkle with new colors.

I understand that this is very difficult. I can only offer an idea:

1. Atmospheric precipitation has a characteristic of X mm, similar to wind force.

 2. Blocks have the parameter VOLUME (how much water it can absorb), HUMIDITY (the amount of water absorbed by the block) and POROSITY (how fast the water goes further down).

3. A block filled with water throws water to the side where there is less water (air, more porous blocks).

Thus, water will flow through the ravines. Like a river! If my PC does not explode at this moment 😅. Prepared channels, carved out of stone, will direct water to reservoirs!

4. Depending on the biome, its dryness, it will be decided how much moisture the block loses per hour (probably too many calculations), per day.

5. Water goes down to sea level.

6. Rule - voids adjacent to the sea (ocean) are completely filled. Making channels for a sailboat will become more realistic!

Perhaps this will require a lot of computing power.  But maybe we can run a series of simulations and get simplified rules for water processing.

In any case, this is an unprecedented gaming experience and a worthy challenge for the VS engine and the team!

Edited by Seyko
Translate
  • Like 2
Posted

I kinda just want to toss in here that Terraria actually does water pretty well despite it being 2D. VS already has block layering like with charcoal and inter-block pathway calculation like with cellars so I can't imagine it being too much of a stretch to just calculate the amount of source blocks on the upmost layer and compare it to the amount of tiles that they ought to take up and kind of just divvy the layers out until the water covers all the paths it has access too or drops it level to the next source block layer down

  • Like 1
Posted

I see it differently. So that every conditional period of time the block is filled with water. And only in case of block overflow the excess water goes further. Thus a short rain can pass unnoticed, but a long storm will flood caves, lowlands, fields (there are interesting discussions on agriculture on the forum).
What you are saying can really simplify the calculations. If at the beginning of a thunderstorm the VS engine already knows how much precipitation will fall within an hour, what the result should be and will simply draw water blocks of the required height.
If I understood you correctly, I have to use a translator.

  • Like 2
Posted (edited)

@Seyko

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1. Atmospheric precipitation has a characteristic of X mm, similar to wind force.

Well, the game has a simplified mechanic with the different regional rainfall. Your idea is more realistic for sure, but will (most likely) required rewriting parts of the code.

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2. Blocks have the parameter VOLUME (how much water it can absorb), HUMIDITY (the amount of water absorbed by the block) and POROSITY (how fast the water goes further down).

3. A block filled with water throws water to the side where there is less water (air, more porous blocks).

Thus, water will flow through the ravines. Like a river! If my PC does not explode at this moment 😅. Prepared channels, carved out of stone, will direct water to reservoirs!

I get the idea, it would make watering crops easier as you no longer have to make sure to place a water source every two block for "optimal" (75%) irrigation. Water slowly moving to neighbor block could be interesting, espesically if we would like to add ground water that the player can tap (for wells maybe?)

I am only a bit worried about game performance and the amount of generate world data, which needs to be store somehow, if you exit the game. 

If my information are correct, a chunk is 32x32x32 = 32768 blocks. The default world height is 256 block, therefore 256 / 32 = 8 chunks per chunk column. 8 chunks * 32768 = 262144 blocks. 

Ok to be fair, "air blocks" would not need to store this info, meaning that the actual amount of block data would be lower. Also you could limit the depth the water can penetrat to reduce the amount of data even more (let's say only the dirt layer and 2-3 layers blow or 1-2 chunks). But personally I would leave this evaluation to the devs or someone more experienced in how the engine works. I am only making guesses/suggestions.

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 [...] Like a river!

There is a mod for rivers: https://mods.vintagestory.at/rivergen . But pretty sure that the dev will eventually add river, water wheel etc. in some update in the future.

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4. Depending on the biome, its dryness, it will be decided how much moisture the block loses per hour (probably too many calculations), per day.

It might be possible that this mechanics already exist in the game (but I could be mistaken). I have not yet traveled far enough to reach the warm/hot bioms, to test this. Anyway, the game already has an water "evaporation system" for farmland block, so adjusting this mechnic based on climate/biome should be a simple change.

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5. Water goes down to sea level.

See RiverGen

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6. Rule - voids adjacent to the sea (ocean) are completely filled. Making channels for a sailboat will become more realistic!

Good idea, will add you suggestion to the sub-thread regarding sailboat & canals. The only thing we need to be careful is not to create an infinite water setup, as this can potentially open a way for exploits and griefing.

Edited by Crylum
Posted

@JYAR

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[...] that Terraria actually does water pretty [...]

VS already has block layering like with charcoal 

[...] water covers all the paths it has access too or drops it level to the next source block layer down

Terraria was one of the initial inspirations for the Extending water mechanics - Wiers & Irrigation furrows/ditches thread. That and the fact that the place where I live has weirs and drainage canal (valley gets flooded pretty much every time is rains). Good call with the block layering could be an way to implement is, also is would may implementing my water tower idea possible

water-tower-amd-pipes.png.ee67ea167b7b4fe81320a5398ea44766.png

  • Like 1
Posted

I remembered. Everything I'm trying to describe already works in Dwarf Fortress.

My vision is not to add bits like a well, a river, etc. We need to completely rework the water mechanics so that all the missing aspects of the game become available automatically. As if from the general to the specific, and not vice versa. In the meantime, everything that is written on the forum related to water looks more like a topic for mods.
Do I understand correctly that we write on this forum in the hope of being heard by Tyron and the development team? 😅 Then we should offer an idea that the developer will want to add to the game! 😃
By the way, how does it work? We, the users, should create a stir around the topic, then the team will start reviewing? Or do they look once a month? ...

Posted (edited)

Regarding rewriting the code. At first glance, it seems to me no: Of course, not everyone will be delighted with such serious changes. Therefore, as with the cave-ins system, advanced hydrodynamics should be an option. The existing system will be supplemented with mechanics and water dynamics, which I wrote about earlier.

I will immediately move on to the question of data generation and storage: advanced hydrodynamics will not be stored in the standard world. If we enable this option, a three-dimensional data array is additionally created for the world. This array will store the new block parameters that I wrote about earlier. Perhaps multi-threading will allow this to work painlessly. Let the experts think about this.

Regarding data storage. Variables of the byte type each occupy 1 byte, but store up to 256 values. For a world column of 8 chunks (32x32x32 with a height of 256 blocks), this is 262400 blocks of 1 byte each, which will be approximately equal to 256 KB. Not much for me. Air blocks will take up memory so that the engine understands that there is air there, and not a quantum hole. And water below sea level needs to be thought about...

I understood @JYAR about layers of water like charcoal. Yes! This is the most logical! And I suppose this will be another water block, optional.

About rivers. I like the theme of sources. If rivers are filled with ground and rainwater, then it will quickly run out. Here, a source as a constant influx of water will not allow it to dry up. In general, in this way, river generation comes down to generating a landscape and setting a source. And if the player does not enable the advanced hydrodynamics option, then the "river" (a strip in the ground) is filled with ordinary water.

About evaporation, yes. The farmland blocks are already drying out. It is not clear how, maybe it is already ready.

Well, the fact that water flows in and out of the "ocean", the "ocean" is abstractly constant. It is not replenished and does not dry up. I think this logic will help fill empty blocks and flow blocks underwater. Channels will not need to be filled, it will happen by itself, if not above sea level. But I did not think about griefing... I have never played on the server. On the other hand, griefing is an integral part of the game. After all, the game has padlocks and a system of strengthening blocks. Now we will need to think through the drainage system properly )

Edited by Seyko
difficulties in translation
Posted

@Seyko

Quote

My vision is not to add bits like a well, a river, etc. We need to completely rework the water mechanics so that all the missing aspects of the game become available automatically.

Yes, having a bundle of interconnected water mechanics was also my initial goal as well. I had only spilt the topics into separate threada make it easier to people (and myself) to keeping track on new suggestions and feedback.

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completely rework the water mechanics

If we are aiming to implement the mechnics you had discribed, than yes a completely rework the water mechanics would be necessary. This will of cause be a lot of work for the devs, therefore I believe our suggestion need to be very precise and thought out to justify the effort.

My initial plan was to create a "supplementary water system" adding additionial function to the game but keeping the old mechanics to reduce implemenation effort.

That said, neither "system" we both suggested is superior than the other (well unless we go full into realism, than clearly yours is the best option, no discussion).

It is like you said:

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Let the experts think about this

 

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Do I understand correctly that we write on this forum in the hope of being heard by Tyron and the development team? Then we should offer an idea that the developer will want to add to the game! 

More or less, yes. Of cause there is guarantee that the dev will implement any of the ideas we suggested, simular to the they had point out in thier roadmap. Alternatively we could also join the discord channels (I am not sure, if posting in the forum or discord is better).

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everything that is written on the forum related to water looks more like a topic for mods

For sure, there is always the option that we or someone else may create a mod based on the requirement/idea we posted.
@Thorfinn had tested a small part of the wier mechanics I had described and found edge cases, which was very helpful to me to refine the overall concept.

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By the way, how does it work? We, the users, should create a stir around the topic, then the team will start reviewing? Or do they look once a month?

The original problem I wanted to solve was to create a hub thread which joins all the many different ideas, posts and discussions into one place.

I think if enough people keep discussing about this it may draw attention of the devs. 

 

But in the end, no matter what we come up with and no matter how smart it may seem, everything we post here are only suggestions.

We need to accept and respect the creative vision of @Tyron and the dev team, even if that means that our suggestion are never added to the game.
    
    

Posted
1 hour ago, Crylum said:

My initial plan was to create a "supplementary water system" adding additionial function to the game but keeping the old mechanics to reduce implemenation effort.

I guess I'm not expressing myself very correctly. But in my previous post I actually suggest how to make "advanced hydrodynamics" (let's call it that for now) as an option when creating a world. Similar to the existing "cave-in" system.

In general, I will think about describing all the thoughts consistently and clearly. So that everyone can read and have an idea.

1 hour ago, Crylum said:

everything that is written on the forum related to water looks more like a topic for mods

Here need to understand that the developers have spent a lot of effort to provide an accessible tool for modding (I haven't delved into it, there's a lot written about it all over the site), so to the request "I want a well" the developer can answer "make yourself a well". It's just a new structure like a cellar or a furnace. It's probably rude, but this thought doesn't leave me. Therefore, our wishes must be global and accessible, or intersect with the roadmap or vision of Tyron. Or if everyone unanimously says - we need it!

2 hours ago, Crylum said:

The original problem I wanted to solve was to create a hub thread which joins all the many different ideas, posts and discussions into one place.

I think if enough people keep discussing about this it may draw attention of the devs. 

Yes, I also see many topics related to water. I also want all this and faster!
Maybe it's worth throwing a link to this one in other topics?

Posted (edited)

@Seyko

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I guess I'm not expressing myself very correctly.

No, no your explaination made perfect sense, I just misunderstood it the first time. Had to read it a second time but then it finally clicked (English is not my mother tongue).

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make "advanced hydrodynamics" (let's call it that for now) as an option [...] Similar to the existing "cave-in" system.

Excellent idea, it would ensure that anyone, who would like to stick with the current mechanic can just disable the "advanced hydrodynamics" option.

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so to the request "I want a well" the developer can answer "make yourself a well". It's just a new structure like a cellar or a furnace. It's probably rude, but this thought doesn't leave me.

"make yourself a well" only works however if someone has the required knowledge to implement it. I would like to be able to create a mod and turn this ideas into an real thing, but I simple lack the skills and knowlege to do so myself.

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Improved world generation

  • Experiment with river generation
  • Rich ocean life

Improved gameplay

  • Water wheels
  • Early Steam power technology

If it comes to the roadmap, I think we are not perfectly aligned, but some of our suggestion definitly intersect with it (Steam power - pipes | water wheel - aqueduct).

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Maybe it's worth throwing a link to this one in other topics?

I already did it in some cases, but yeah sure. It definitely could not hurt to do so.

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Everything I'm trying to describe already works in Dwarf Fortress

I have heard of the game but did not play it. Would you recommend playing it? 

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2. Blocks have the parameter VOLUME (how much water it can absorb), HUMIDITY (the amount of water absorbed by the block) and POROSITY (how fast the water goes further down).

I would be interested to learn how this could potential work in details:

Are we talking about pure % 0-100?, using 1 byte to store the % or 0 - 255, therefore 255 = 100%, 127 = 50%, you get the picture. Or what about the water/charcoal level idea. A full block has a height of 16 sub-block (if you use the chisel with smallest size). Normal no flowing water source blocks in game are 14 sub-block. flowing water reduces it height by 2 for each level.

Edited by Crylum
Posted
22 hours ago, Crylum said:

"make yourself a well" only works however if someone has the required knowledge to implement it. I would like to be able to create a mod and turn this ideas into an real thing, but I simple lack the skills and knowlege to do so myself.

Yes, unfortunately it's not as easy as they write in the wiki. And the information there seemed outdated and abandoned to me. I tried to implement the transfer of bodies of dead chickens in the hotbar cell for the backpack through assets. Well, I got a backpack in the form of a stuffed chicken that is not connected to the bodies in any way... Surreal. 🥲

22 hours ago, Crylum said:

I have heard of the game but did not play it. Would you recommend playing it? 

Definitely yes, if you have a lot of free time. The entry threshold into the game is high (there are memes about this on the Internet), the game mechanics are many. I have the impression that VS was initially largely inspired by DF.

1436795574.jpg.f19410100ec248789c31e921aa1dd2c7.jpg

22 hours ago, Crylum said:

I would be interested to learn how this could potential work in details:

I tried to put together all my thoughts about the behavior of advanced water yesterday and ran into a lot of problems. I will work on it some more.
For now, here are some changes:
New additional block parameters.
VOLUME (V) - the amount of water that a block can hold.
For impermeable blocks (stone, clay) V = 0
For air V = 1 (when air is filled with water, an "advanced water" block appears in place of the air)
For sand and gravel V = ... maybe 10
For all types of soil V = 8
For different building blocks, you need to think. For example, 4 or less. It does not matter now.
For "advanced water" V = 16. Exactly 16, because this is the height of the block in pixels. I think by scooping up water with a bucket we take 1 pixel of the height of "advanced water".
By the way, from here I got that the height of Seraphim is about 1 meter!
If 1 block of water is 16 buckets of 10 liters, that's 160 liters. 160 liters = 0.16 m3 -> the side of the block is about 0.543 m. If Seraphim is 2 blocks high, that's a little over 1 meter!
I'm probably delirious... But, take a ruler and measure the width and height of the door in your room. Divide the height by the width. Is that close to 2? In VS it's 2! The wolf takes up 2 blocks. A real wolf is about 1 meter long.
I didn't go into it any further.

POROSITY (P) - it's probably more correct to call it a priority. This characteristic shows what place the material has in the queue for absorbing neighboring excess water.
For impermeable blocks (stone, clay) P = 0
For air P = 1 (if you bring a napkin to water spilled on a table, the napkin will pull the water towards itself. This is surface tension due to porosity. Therefore, for water, P is low)
For sand and gravel P = ... maybe 6
For all types of soil P = 9 - maximum
For different building blocks I haven't thought about it, you can decide later.
For "advanced water" P = 1.
MOISTURE (M) - how much water is in the block at the moment. If the M block has more than 75% V, then P = 1. This way, the soil will not try to become wet mud (a figure of speech, this is the same earth), unsuitable for agriculture. This will only happen if the excess water has nowhere to go.

Speaking about the byte variable type, which stores 256 values, I just want to say that this is an economical data type, but even it holds a lot. You can use these 0-255 values in different ways. In fact, at that time I was thinking about writing all the block parameters in turn through a separator, but this is no longer a byte, it's a string. But maybe something similar will work in binary notation...
First, it is more important to describe the water drainage algorithm. I stopped at this point and do not see a solution yet.
So I came across the fact that everything is not so simple! Who would have thought! 🤣

In general, this takes time.

  • Like 1
Posted

Discovered thread on a related topic in official discord, might be useful in order to further the discussion/suggestion. I find it pretty interesting how you came up to relatively the same conclusions while being separated by both time and platform.

  • Like 2
Posted (edited)

I would heavily advise anyone especially with coding experience to come talk to us in the thread as well.  Suggestions on the general use of said mechanics to the gameplay loop is useful but what really matters is how to programmatically make any of this happen.  If a way could be demonstrated to make this work and still be performant and allow for a more realistic water cycle and river flow and stuff that would likely be a huge boon the possibilities for vanilla, assuming I can convince the rest of the team of how important it is. :D

Edited by pizza2004
  • Like 2
  • Cookie time 2
Posted
Quote

I find it pretty interesting how you came up to relatively the same conclusions while being separated by both time and platform

@7embre thanks for posting the link, will check it out once I have some time. You think it might be worth posting a comment in the discord?

Posted
Quote

I would heavily advise anyone especially with coding experience to come talk to us in the thread as well.

@pizza2004 Absolutely, Seyko and I had already discussed this and had come to the conclusion that we definitely needed someone with expertise in this area to check the feasibility.

Posted
7 minutes ago, Crylum said:

You think it might be worth posting a comment in the discord?

I'd suggest having a good long read of what they have already writen to get some sparks of inspiration. And yeah, I do, in fact you'll be able to discuss this directly to members of the team involved into developing/brainstorming it, plus might get some feedback from very skilled modders.

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Posted

@Seyko So, I am planning to do some concept update in the HUB thread (clear up)

Your "advanced hydrodynamics" system concept very complex and in my option deserves dedicate place to dicuss the idea. I have also found some new edge cases, I would like to discuss with you and I maybe found a good way to improve parts of my suggests using your advanced hydrodynamics concept.

Would it be all right with you if we could create separate thread, copy over all your suggestions/comments regarding the "advanced hydrodynamics" to it and post the link to the page, so that I can add it in my inital post (HUB)?

If you create the page, this would make sure you have full control of the page. Unless you are fine if I copying your suggestions and create the thread myself.

Let me know what you think about it.

Posted

@7embre

Quote

I'd suggest having a good long read of what they have already writen to get some sparks of inspiration

Will definitly do that

Quote

able to discuss this directly to members of the team involved into developing/brainstorming it, plus might get some feedback from very skilled modders

That would be awesome. I (and most likely everyone else) would be very curious to hear what you think about it

Posted
19 minutes ago, Crylum said:

If you create the page, this would make sure you have full control of the page. Unless you are fine if I copying your suggestions and create the thread myself.

Let me know what you think about it.

I am not against it. I support it.

27 minutes ago, 7embre said:

able to discuss this directly to members of the team involved into developing/brainstorming it, plus might get some feedback from very skilled modders

17 minutes ago, Crylum said:

That would be awesome. I (and most likely everyone else) would be very curious to hear what you think about it

Very interesting.

I tried to model the algorithm on paper. There are problems and new ideas. In general, there is something to discuss. One of the problems is the starting point of the algorithm. It would be good to get a developer's comment on the distribution of rain (coverage area) in coordinates, so that the epicenter of the rain would be the zero point for the algorithm.

Posted
38 minutes ago, Crylum said:

I (and most likely everyone else) would be very curious to hear what you think about it

Um, well, I'm pretty interested in the topic, that's for sure. I've been trying to look on river's problem from procedural generation standpoint, as "is it possible to have realistic rivers (not only rivers, but the terrain in general, as it's shaped by water) with seed-like noise-based procedural generation, with traces of erosion and without the need of generating neighboring chunks for, well, application of erosion processes (one-time erosion simulation)". So far I didn't manage to find anything that would say "yes" unfortunately. Erosion is too costly, and by definition should apply to large regions.

Don't think I can add more on the realization of water mechanic though, given that I have little to no coding experience at the moment. What I did - connected bright minded people to work on in together. 😄

Posted
On 7/16/2025 at 11:29 PM, Crylum said:

If you create the page, this would make sure you have full control of the page. Unless you are fine if I copying your suggestions and create the thread myself.

New topic - I tried, but it's very long 

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Posted

@7embre

Quote

Don't think I can add more on the realization of water mechanic though, given that I have little to no coding experience at the moment. What I did - connected bright minded people to work on in together.

I think that you and anyone who has left a comment helped out a lot. Pointing out edge cases, raising concens (performance, potential exploits etc.) or suggesting idea I had completly overlook myself. It ensures that all idea make sense and stay interconnected with each other.

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