Interesting video: "Coding a procedural brick tower - Inigo Quilez" https://www.youtube.com/watch?v=DAMiS2PGTEE

Interesting video: "Coding a procedural brick tower - Inigo Quilez" https://www.youtube.com/watch?v=DAMiS2PGTEE

A bit more work on the river generator. Many tweaks and refinements to the lake/estuary placement. Many more parameters can now be set via the config file instead of hard coded. It can now do partial runs to just fractalize the coastline and divides so you can adjust them and refractalize until you get something you like before doing the rivers. It also now generates a rough set of watershed polygons.
None of this is a recording, and there's no game running underneath it. The entire world (terrain, trees, weather, the sun and moon, the whole day-and-night cycle) is created by a single piece of math that figures out, for every tiny dot on your screen, what should be there at that instant. Fly the camera in any direction and the landscape ahead is invented on the spot. Nothing about the world is stored anywhere; it's all calculated the moment you look at it. It was built iteratively over 30+ rounds in collaboration with Claude.
In addition to the images, in the comments there's a brief snippet of one flight through it. The world unfolds endlessly as the camera drifts.
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Many adjustments. It now reads and writes GeoPackage features to get a template for the coastline and divides, and output the rivers, lakes, densified coastline, and some debugging info.
It also takes rasters to set precipitation, fractalness, and density and size of lakes and estuaries.