This is a implementation of the following paper using rust and bevy: Grid based GPU implementation of hydraulic erosion https://inria.hal.science/inria-00402079/document
Future TODOs:
- Loop around sides
- Preserve total amount of water (evaporation is added to rain) to maintain oceans
- Hardcoded prevailing winds
- Evoporation from 1. moves according to 2. Only dropping water depending on air pressure / terrain (rain shadows)
- Moisture map
Biome map using Whittaker biome map
The implemented paper has several issues which can be fixed by using this paper in stead: https://old.cescg.org/CESCG-2011/papers/TUBudapest-Jako-Balazs.pdf