Inspiration

Having wanted to make a simulation of a flat earth, my inspiration comes from some of Sebatian League's youtube videos, where he mainly uses UnityEngine to generate planet's terrain, atmosphere. I wanted to make a simulation similar to his but simpler which also takes the real physics and the parameterization of probabilities.

What it does

The program generates a random terrain using Perlin's noise. The different elevation points as well as the distribution of dust in the air (also randomly generated) would affect the amount of clouds and rain generated above the nearby area on the terrain.

How we built it

Using Java, and the Processing language incorporated as a Java library.

Challenges we ran into

-Teammate were sick due to COVID :( -Very difficult to implement proper architecture when using Processing's function in Java

Accomplishments that we're proud of

  • Being able to finish a functioning project :)

What we learned

  • What Perlin noises are and how to generate them.
  • How to use the Processing language (mainly to render objects)
  • Physics regards to cloud formation and climate in general

What's next?

  • Add camera rotation for the 3D map
  • Add wind directions and how they affect clouds
  • Add other main factors that affects clouds' generation and when it rains, such as temperature, humidity, pressure, etc.
  • Add contours maps that demonstrates the distributions of these factors
  • Add a user interface such that the parameters can be changed while the simulation is being run

  • Special thanks to the tutorial provided by "The Coding Train" of generating Perlin noise for 3D terrain: https://www.youtube.com/watch?v=IKB1hWWedMk

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