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I'm making a game where the terrain is infinite and procedurally generated. I'm using Perlin noise with octaves to make the terrain shape. I would like to implement some sort of erosion to make the terrain looks more realistic. However, all the articles I found on the Internet present erosion simulations that work with a fixed-size terrain, and these simulations seems to be taking a lot of time to compute. I tried to search for faster algorithms that work with infinite terrain, but all I found was some Reddit posts which did not really help me, and some blog posts with no explanation of how the algorithm works. So, my question is: How can I make a fake erosion algorithm that is fast and works with infinite terrain generation ?

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  • \$\begingroup\$ You could generate it in blocks of 3x3 chunks, then interpolate in the overlapping regions. That way it will look smooth but you don't need to pre-compute a infinite amount of terrain at once. It will still be slow though \$\endgroup\$
    – mousetail
    Dec 18, 2022 at 15:53
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  • \$\begingroup\$ Thanks for your answers @mousetail and @dmgregory! The github paper sounds interesting, I'll look into it! \$\endgroup\$
    – Vincent
    Dec 19, 2022 at 15:00
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    \$\begingroup\$ Watch this video. In this video it explains how to generate better mountains without running erosion simulation which migh not be feasible in certain cases. \$\endgroup\$
    – Dev Op
    Apr 9 at 4:16
  • \$\begingroup\$ Thanks @DevOp for your comments. I watched the video, and I must say it was very interesting! I will definitely try this method out once I get the time to! PS: Are you the creator of this video? \$\endgroup\$
    – Vincent
    Apr 11 at 10:18

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