@zy_fou@threejs This is beautiful. It scales from a tile to a full planet, and it feels alive. I'm working on something similar, a browser erosion sim where the water actually carves the terrain in real time and exports to UE5. Awesome to see procedural terrain pushed this far on the web.
The idea: simulate how real terrain erodes — giving you far more plausible, natural landscapes, fast.
Eventually I want to wire it into UE5.8's Mesh Terrain + PCG so rocks & vegetation fill in automatically. Aiming at open-world terrain.
Building a pipeline: real-time terrain/water/lava simulation in the browser (Three.js + WebGL2 GPGPU) → exported straight into Unreal Engine as a Landscape.
A solo R&D inspired by From Dust (2011).
#UnrealEngine#gamedev#techart
More work on terrain controls and erosion/deposition.
You build a levee, break one side, and the current washes the soil away the breach widens and slowly collapses. The washed-out soil resettles where the flow slows, and the muddy water downstream blends in nicely.
I played a lot of From Dust back in school, and I always thought it was beautiful how the water carved out valleys and rivers, glittering in the sunlight. That feeling actually came through pretty well here.
Claude Fable 5 came out, so I tried it out.
I recreated the terrain simulation from From Dust. In Cowork, I had it analyze the game and write up the design docs and spec, then Claude Code used those to build it.