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https://xandergos.github.io/terrain-diffusion/
https://github.com/xandergos/terrain-diffusion

Say goodbye to perlin noise spam

>For decades, procedural worlds have been built on procedural noise functions such as Perlin noise, which are fast and infinite, yet fundamentally limited in realism and large-scale coherence. We introduce Terrain Diffusion, an AI-era successor to Perlin noise that bridges the fidelity of diffusion models with the properties that made procedural noise indispensable: seamless unbounded extent, seed-consistency, and constant-time random access. At its core is InfiniteDiffusion, a novel algorithm for infinite generation, enabling seamless, real-time synthesis of boundless landscapes. A hierarchical stack of diffusion models couples planetary context with local detail, while a compact Laplacian encoding stabilizes outputs across Earth-scale dynamic ranges. An open-source infinite-tensor framework supports constant-memory manipulation of unbounded tensors, and few-step consistency distillation enables efficient generation. Together, these components establish diffusion models as a practical foundation for procedural world generation, capable of synthesizing entire planets coherently, controllably, and without limits.
>>
>>108646111
Finally, a good use for AI instead of generating slop fapfics and coomershit.
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>>108646111
>Minecraft Integration
Why even bother with the 300 block or whatever height limit.
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>>108646111
We can generate entire worlds, but there's nothing to do in them
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>>108647727
There isn't a block height limit in modern versions.
>>
pretty good, but 30m per pixel res is a bit unfortunate
>>
>>108646111
cool for a minecraft worldgen mod
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>>108647742
Nigger even when modding it hard caps out at Y+2032 what the fuck are you talking about?
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>>108647742
yes there is, the fuck are you talking about
>>
>>108647727
>>108647742
>>108647791
>>108647839
What the fuck is the point of arguing about this when there's a showcase up on jewtube already.
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>>108647873
It still sucks because of the retarded terrain height limit and >>108647756
>>
>>108647873
Did you forget where you are?
Also post link.
>>
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>creator makes a MC integration because it's easy, showcases the terrains, and MC is popular
>retards sperg out over it
It just outputs heightmaps retards, what you do with them is up to you.
>>
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>>108647727
>Why even bother
Does look pretty cool still, ngl
>>
>>108647731
Brownoid
>>108647893
https://youtu.be/irE4tcDtUIg
>>
>>108647918
>what you do with them is up to you.
So considering we're on /g/ I'll do the logo and then nothing ever comes of it.
>>
>>108647731
The only limit is your nonexistent imagination.
>>
>>108646111
>constant-time random access
sounds like bullshit how does a 2GB diffusion model execute in constant time?
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>>108647930
This is Veloren and NOT Swinecraft
>>
>>108647930
>>108647959
I've never even played Minecraft, but this finally makes me want to.
Imagine exploring a Daggerfall-scale world with lifelike topography and building an entire town from scratch with your bear hands and roasting organically harvested marshmallows over a bonfire started using nothing but trees and heavy breathing.
What would you even need other games for anymore?
Now imagine playing a years-long hex crawl with THAT as your world map.
>>
>>108647959
Ty. That’s an insane draw distance they’re using but still p cool.
Looks like it trims down the localized jaggedness of stock MC.
>>
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>>108648687
>That’s an insane draw distance they’re using but still p cool.
Anyone and their potato laptop can run 500+ chunk render distance now with DH/Voxy.
>>
>>108648709
Hmm. I’ve got a local MC server running on an x99 for the nephews. I’m pretty sure it would catch fire at those distances. Have not tried it on my more modern machines.
>>
>>108648744
It uses LODs. With Voxy I can set my render distance to as low as 6 chunks and the LOD render distance to something ridiculous like 4 km in each direction and I get better performance than I would with LODs disabled but 16 chunk render distance.
>>
>>108648767
Got it. This would be all client side not server at all. I’m reading up on it now, thanks.
I’m running straight vanilla MC on my client, the x99 is paperMC. I’ve been pushing out render distance on server to make it look more dramatic. Didn’t occur to me to play w the client side. The stock MC launcher is a menace anyway so changing that out would be worth it anyway and that looks like step one.
>>
>>108646111
checked /g/ at the right time, cool
>>
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>>108646111
the minecraft integration looks like shit for actually playing the game
>>
>>108648933
>posts a screenshot of vanilla generation
>>
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This is beautiful
>>
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>>108648636
>Imagine exploring a Daggerfall-scale world with lifelike topography and building an entire town from scratch with your bear hands and roasting organically harvested marshmallows over a bonfire started using nothing but trees and heavy breathing.
>>
Just play Vintage Story
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>>108647731
>"why do white people climb mountains?"
same energy
>>
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>>108649026
> horror minecraft
That looks interesting as well.
>>
>>108648933
It's no flaot that's for sure.
>>
>>108648991
>>108648933
i agree that its kind of dumb, the original generation lets you experience traversing a mountain in 50 seconds of gameplay, the "natural" formation would make you walk for 30 minutes to get to something interesting
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>>108648636
>organically harvested marshmallows
I didnt know they grew on trees!
>>
>>108649348
It's a proof of concept that just released. But I'm sure there are already 12931512 faster traversal mods available to pair with it, for a start.
>>
>>108649214
the only horror in vs are the inefficiencies of the incompetent mind
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>>108649348
the tedium is what makes it good
>>
>tried 3 different worlds
>only got ocean for like 1000 blocks each time
REEEEEe
>>
File: 1771237870077558.jpg (1.55 MB, 3840x2160)
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>set to scale 6
>get moon kino
>>
>>108646111
brainlets want this for minecraft
gigachads wants this for VTOL VR
>>
>>108650764
What's so exciting about generating realistic terrain to completely ignore and fly over?
>>
>>108650784
Because VTOL VR has a dynamic map mode which can place SAMs in the valleys and hills of that realistic terrain as a feature. You can't predict with accuracy where each one will be every time.
>>
/gedg/ can stop wasting time on terrain generation
no excuses for unreleased engine and games
>>
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>>108648539
> veloren
Man I'm getting all sorts of interesting recc's out of this thread.
>>108648767
Got DH/Voxy set up on prism launcher w/ fabric. Huge improvement in view. What else should I be changing? Looks like clouds and sky are altered on a lot of the video as well.
>>
>>108646111
I don't see anything here that couldn't be done before using traditional procgen algorithms. and probably faster and on lower end hardware
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>>108652571
it's pretty neat seeing erosion features coming straight out of it without having to run erosion sims though
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>>108652571
You have never run erosion algorithms.
>probably faster and on lower end hardware
You are brown and think AI = LLMs.
>>
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>>108647959
is there some way to never ever again get this awful youtube embed interface? like an extension for firefox?

who thinks it is a good idea to fade the video darker when you hover over it with your mouse? incompetent devs.
>>
>>108651049
>What else should I be changing
Install GregTech Modern
>>
>>108652683
>You have never run erosion algorithms.
not that brown, but can you elaborate on that?
>>
>>108653068
They take ages to run, especially since you want quite a few cycles to get realistic results.

AI methods just approximate and try to ape the result from what it has been trained on. Just because LLMs and video generation has insane requirements doesn't mean everything using modern AI techniques needs 32GB of RAM.
>>
>>108646111
One of huge benefits of perlin noise is how deterministic it is. This is what makes it possible to use it for generating infinite worlds like Minecraft.

How deterministic is this AI? Can it generate a path of chunks along a circle and have them connect properly when you return back to the start?
How does it compares in terms of performance?
>>
>>108653296
The abstract in the OP mentions seed-consistency and constant-time random access. These would be useless if it couldn't connect with itself, and they also strongly suggest it's deterministic at least at a macro scale. There's also a minecraft mod for this already.
Strictly speaking complete determinism at the local scale isn't necessarily required for this; if two passes generate slightly different terrain, but any time there's existing terrain then new terrain is guaranteed to connect to it, that would be good enough for Minecraft and honestly for a lot of other applications. This would be possible if it takes already generated parts into account when generating adjacent ones, for example. It would make other things annoying though, e.g. a seed viewer would never be able to tell you the exact terrain down to the block, so it's still a useful question. But I don't think non-determinism at a local scale would be a dealbreaker.
>>
>>108651049
>What else should I be changing? Looks like clouds and sky are altered on a lot of the video as well.
Iris + Photon Shaders or Eclipse by Merlin1809, or Better Clouds if you just prefer vanilla. Complimentary Shaders is a nice "in-between".

You'll also want all the performance mods. C2ME, Entity Culling, FerriteCore, ImmediatelyFast, Lithium, Mod Menu, More Culling, No Chat Reports, NoisiumForked, Not Enough Animations, Reese's Sodium Options, Sodium, Sodium Extra.

Some vanilla+ mods I like on top of that are Particle Rain, Wilder Wild, AppleSkin, Continuity, LambdaBetterGrass, LambDynamicLights, Motschen's Better Leaves, Better Biome Reblend, Cut Through, Horseman, Improved Villager Placement and Sound Physics Remastered. Go crazy.
>>
>>108651049
Oh, and if you're using Voxy, you'll want either Chunky or Voxy WorldGen (Chunky if you want to manually pre-load chunks, Voxy WorldGen if you want it to happen automatically).
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>>108652571
Show me a deterministic tileable erosion algorithm as fast as this.
>>
>fancy new procgen tech
>it's aislop
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>>108653555
Yeah I just use chunky and set a radius of 20k and then just leave it for a few hours
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>>108648636
who let molyneux out of his cage?
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>>108652732
They've been rolling out that dogshit for the last 2 months, get used to it because it isn't just the "embed interface"
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>>108652732
I just use mpv
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>>108654442
i think i saw it last year for the first time. for a while i could get rid of it by making sure the browser window was more wide than tall, i thought they would only curse phone users with that garbage, but now i couldn't get rid of it.
if it becomes used everywhere i will start using youtube only through https://inv.nadeko.net/ even if i need to watch in 360p to get rid of buffering
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>>108647731
Don't worry. Soon we'll be able to generate your mom and then there will be tons to do.
>>
>>108646111
7 Days to Die could use this as well
They've been trying to get terrain generation to work for 14 years
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>>108653559
NTA, but a guy I follow recently dropped this
>https://youtu.be/r4V21_uUK8Y
obviously the terrain diffusion will get better results, but at least this doesn't require a cuda compatible gpu
>>
>>108648709
>DH/Voxy.

why is there a gay flag on the page

https://modrinth.com/mod/voxy
>>
anyone found some kino seeds and coords with the mod yet?
>>
Speaking of Minecraft, I go from about 700 fps to 1000 fps on the new Vulkan renderer snapshot



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