- Edited
Tomcat Unfortunately, the terrain changes over time. Over several years the changes are certainly not big and do not need to implement them in games, but in my case it is necessary.
You haven't yet stated what you're exactly after, but to give you guys an overview of what real erosion models may need in addition to the generated terrain surface:
- A representation of the ground and its strata with their hardness and coherence.
- A solvent with certain chemical/physical properties.
- Determine forces to to dissolve a grain from ground and energy to keep it suspension.
- Determine place and conditions of deposition, watch angle of repose.
- A representation of erosion mechanisms to determine surface runoff, diffusion, and possibly other things like expansion/contraction when wet/dry.
- The amount of solvent per unit of time and surface area and their erosional effects.
- A representation of the transport mechanisms, a river classification, the erosional effects they have on their riverbeds, deposition depending on transport energy.
And put that all in a shaker and model a numerically stable time dependent integration with a bunch of differential functions, shake (don't stir) and voila ... an erosion model. And that was rather a minimum, aeolian things not yet included. And it is not part of every terrain generator.
Maybe stick with stable terrain, for the time being ?