erematorg / LP

A systemic 2D platformer in a dynamic living ecosystem.
https://www.lifesprogress.com
MIT License
8 stars 7 forks source link

DEFORM: Dynamic Environmental and Formative Response Mechanism for Real-Time Terrain Simulation #76

Open erematorg opened 1 week ago

erematorg commented 1 week ago

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:

  1. Hybrid DEM & FEM Logic:
  1. Environmental Forces:
  1. Player Interaction:
  1. Dormant Values & Chunk-Based Updates:

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).

M1thieu commented 2 days ago

I'm slowly working on it, for now prototyping with Pygame however it seems a bit hard to handle, I will try my best this week to perform this system further and making it a reality inside Godot, I'm focusing merely on Finite Element Method rather than Discret Element Method for now FEM Graphic