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So! I managed to export the height data from SimPE and import it to R to create a heightmap of the City. Only took me the whole day (and it's not even quite what I wanted, lol. I'd like to have the outline of a map. But this is nice too, I guess).
Further progress on the untitled map, as well as the current state of the heightmap layer. Changes include the addition of mountain ranges and river depressions, adjustments to some of the coastlines, darkening/deepening of the seafloor in comparison to the continental shelf, and various minor tweakings elsewhere.
Very simple heightmap fluid simulation! It’s a super simple algorithm and the resolution is pretty low but you can still see ripples, reflections, and interference patterns (watch the corners). More videos and technical details under the cut.
Here’s a little experiment with my heightmap engine. I took some real world geodata (of Lake Paranoá), treated it a bit and exported to a TGA file that can be imported by the game. The results are actually really nice!
TGA is a good format to work with because after the file headers it is essentially raw pixel data, but unlike RAW you can still use it within different image editing programs.
Making Materials, Making Maps
Now admittedly I am a little late with this, been juggling extra days at work and being a lottle under the weather, so let's dive right on in...
This week included learning more about unity materials with a crash course on their creation and the types of maps that can be applied to them.
Day 54 - Diamond Square vs Simplex Noise
Comparison of Height map generated using DiamondSquare vs a simple SimplexNoise function. Obviously there’s some tuning that could be done to the noise function to improve it, but clearly the diamond square method gives a much nicer surface.
‘ganistan - a.k.a. it could have been a gift picture, but it didn’t become, as usual