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Image for reference (the image shows the angle of repose as 34º, Barchan is the type of dune):

Dune diagram

Notice that the ramping angle (on the opposing side of the angle of repose) is lower (less steep).



Image for reference (the image shows the angle of repose as 34º, Barchan is the type of dune):

Dune diagram

Notice that the ramping angle (on the opposing side of the angle of repose) is lower (less steep).


Did some clarification on creep. Added addendum on wind intensity.
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Theraot
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  • Creep should not climb up moreresult in a structure steeper than the ramping angle. You can push the excedent ahead.
  • Sand should fall to the other side if it making an angle greater than the repose angle.
  • Remember to always push in the direction of wind.
  • You would also have to update the wind direction when one such object is removed or its height is lowered enough.
  • You can push humidity and sand down to the dynamic layer and the huminidy map, if you choose to simulate suspension and have an humidity map, respectively.
  • You could use a 1D perlin noise to decide how to change the intensity of wind over time. I do realize that wind should not be blowing at the same magnitud all the time, and it could be easier to just multiply by a factor that follows a smooth pseudorandom curve (evaluated according to time) than to update the vector field.
  • Creep should not climb up more than the ramping angle.
  • Sand should fall to the other side if it making an angle greater than the repose angle.
  • You would also have to update the wind direction when one such object is removed or its height is lowered enough.
  • You can push humidity and sand down to the dynamic layer and the huminidy map, if you choose to simulate suspension and have an humidity map, respectively.
  • Creep should not result in a structure steeper than the ramping angle. You can push the excedent ahead.
  • Sand should fall to the other side if it making an angle greater than the repose angle.
  • Remember to always push in the direction of wind.
  • You would also have to update the wind direction when one such object is removed or its height is lowered enough.
  • You can push humidity and sand down to the dynamic layer and the huminidy map, if you choose to simulate suspension and have an humidity map, respectively.
  • You could use a 1D perlin noise to decide how to change the intensity of wind over time. I do realize that wind should not be blowing at the same magnitud all the time, and it could be easier to just multiply by a factor that follows a smooth pseudorandom curve (evaluated according to time) than to update the vector field.
Addendums
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Theraot
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Addendums:

  • You would also have to update the wind direction when one such object is removed or its height is lowered enough.
  • You can push humidity and sand down to the dynamic layer and the huminidy map, if you choose to simulate suspension and have an humidity map, respectively.

It would be interesting to see this integrated into a full wheater system. However, a desert probably does not need that.

Addendum: You can also query and remove features on areas that have experienced significant creep (again, for a sensible definition of significant).

It would be interesting to see this integrated into a full wheater system. However, a desert probably does not need that.

Addendums:

  • You would also have to update the wind direction when one such object is removed or its height is lowered enough.
  • You can push humidity and sand down to the dynamic layer and the huminidy map, if you choose to simulate suspension and have an humidity map, respectively.

It would be interesting to see this integrated into a full wheater system. However, a desert probably does not need that.

Addendum: You can also query and remove features on areas that have experienced significant creep (again, for a sensible definition of significant).

Source Link
Theraot
  • 27.5k
  • 4
  • 52
  • 79
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