Coding Adventure: Hydraulic Erosion
In this coding adventure I attempt to implement a simulation of hydraulic erosion to make a procedural terrain look more natural. If you're enjoying these videos and would like to support me in creating more of them, I have a patreon page here: / sebastianlague Interactive demo: https://sebastian.itch.io/hydraulic-e... Full playlist here: • Coding Adventures The project is available here: (updated version) https://github.com/SebLague/Hydraulic... (version at time of this video) https://github.com/SebLague/Hydraulic... Resources: https://www.firespark.de/resources/do... http://ranmantaru.com/blog/2011/10/08...

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Coding Adventure: Compute Shaders

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Coding Adventure: Solar System

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Flat Tiles to 3D Terrain – Hex World Evolution! Godot Procedural map

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Better Mountain Generators That Aren't Perlin Noise or Erosion

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Fast & Gorgeous Erosion Filter Explained

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Coding Adventure: Simulating Smoke

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Coding Adventure: Procedural Moons and Planets

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Herbert Wolverson - Procedural Map Generation Techniques

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Coding Adventure: Rendering Fluids

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The Theoretical Limit of Image Compression

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I'm making a game engine based on dynamic signed distance fields (SDFs)

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Coding Adventure: Boids

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When Your Game Is Bad But Your Optimisation Is Genius

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Something is jamming GPS over Europe. Here's what we found

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Maps: Fractals, Tectonics and the Fourth Dimension

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Reinventing Minecraft world generation by Henrik Kniberg

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How to Make 3D Fractals

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How Rockstar fit an entire city into PlayStation 2 memory

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Hydraulic erosion : Devlog #6

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