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Prototyping Simulating Erosion with individual Particles

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The particles are an indexed instanced static mesh. Each mesh has ~128x128 quads or so. Displayed here using a 2k x 2k resolution terrain. Simulation is just render targets and material draws. Can erode heightfield and paint to layers using things like velocity advection or standard erosion/deposition based on sediment transport models (but that part is not perfect yet). Also shows shallow water and a custom fluid sim method, but erosion results still need work there.

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