AETHERIA/AOW Lore & Design English

Terrain Architecture

The terrain system demonstrates a complete Layer 3 module implementation with chunking, erosion simulation, and level-of-detail management.

Chunking

The world is divided into fixed-size chunks for efficient loading and persistence. Each chunk is an entity with terrain components.

constexpr uint32_t TERRAIN_CHUNK_SIZE = 64;
constexpr uint32_t TERRAIN_MAX_HEIGHT = 4096;

Erosion

Hydraulic erosion is simulated per-chunk using particle-based flow algorithms. Water particles trace paths downhill, eroding and depositing sediment.

Erosion runs as a Plugin (Layer 4), keeping the core terrain module independent of the simulation method.