DEFORM: Dynamic Environmental and Formative Response Mechanism for Real-Time Terrain Simulation #76
Labels
environment
feature
independent
Issues that can be worked on without needing other issues to be resolved.
Milestone
Problem Description
The current terrain simulation systems do not provide a sufficiently realistic, scalable, and dynamic response to both player interactions and environmental phenomena in 2D open-world games. Many existing systems are either player-centric or lack the depth to simulate complex terrain interactions such as erosion, material blending, and large-scale geological events.
For a systemic ecosystem game, there is a need for terrain to evolve naturally over time, driven by forces like erosion, landslides, and pressure, while also interacting dynamically with player actions. The goal is to create a "living" terrain where solid materials like sand, dirt, and rock deform, compact, fracture, and shift realistically, without overwhelming system performance.
Proposed Solution
DEFORM (Dynamic Environmental and Formative Response Mechanism) is a hybrid simulation system designed to address the need for real-time terrain evolution based on both player interactions and environmental forces.
Key features of the solution:
Use DEM (Discrete Element Method) for granular materials (sand, dirt, gravel) to simulate flow, compaction, and erosion.Use FEM (Finite Element Method) for solid materials (rock, clay) to simulate cracks, fractures, and deformation under pressure.Use PBD (Position Based Dynamics) to simulate realistic terrain responses like compression and bending efficiently. PBD provides stable, real-time deformations for both granular and solid materials, bridging DEM and FEM principles for future expansion.
Alternatives Considered
Additional Context
The terrain simulation system is intended to be a key feature in a 2D open-world ecosystem game, where the world evolves naturally, driven by both environmental and player-driven phenomena.
This system will also integrate with other core systems like SPH fluid dynamics for water simulation and L-System vegetation growth to create a rich, immersive ecosystem where every element influences the others.
The goal is to maintain an high level of realism while ensuring that performance is optimized for real-time simulation in large, open-world environments. The system should provide a modular, scalable foundation for future expansions, such as adding complex interactions between terrains, fluids (SPH), and vegetation systems (L-System).
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