Practice utilizing noise for infinite procedural landscapes and some additional practice utilizing shaders for simulated hydraulic erosion. WARNING: Due to communication from CPU to shader not being thread safe there is some janky-ness and performance issues. A possible fix would be to utilize Unitys job system and get rid of the hydraulic erosion in favor of faked erosion with noise oorrrr do all the procedural terrain stuff on the GPU via shader.
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Infinite procedural landscapes with simulated hydraulic erosion.
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Konfus-dev/Procedural-Land
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Infinite procedural landscapes with simulated hydraulic erosion.
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