I wrote this is implementation of 2D fluid displacement and sediment transport model to simulate hydraulic erosion of soil. The implementation is fully in the GPU and can be used both in a tool to assist on terrain creation or as a realtime game feature where erosion is a mechanic, just like from dust :3. It was a really fun and quick personal project.
I mainly used this paper as reference [ Ссылка ] , but I added my own twist, instead of using advection for sediment transport as the authors proposed, I took a lift on the fluid dispalcement model and used it to estimate the sediment offsets. I didn't do any thorough testing but the results seem more accurate and run faster than the original idea :D
I also wrote all the shaders and lighting to make it look super cool! It's all PBR and the water reflections are realtime raytraced. It runs quite well on pc.
![](https://i.ytimg.com/vi/Ds7R6UzMTXI/maxresdefault.jpg)