3 comments

  • pugworthy 6 hours ago
    Really neat idea - would have loved to have this 15-20 years ago!

    I'm curious how it does for non-Earth data. Mars terrain for example.

    • joegibbs 4 hours ago
      Thank you! Not very well:

      https://jgibbs.dev/assets/jezero_steepest.png

      https://jgibbs.dev/assets/jezero_delta.png

      Since Mars doesn't have the water-based erosion in areas it was trained on, it loses a lot of the sharper cliffs and adds gullies in places that would be smooth sand on Mars. It would probably be pretty easy to train a new model though that could handle it.

      • pugworthy 4 hours ago
        Ages ago I was working on a Mars-based game idea and at the time the terrain res data wasn't great. This kind of concept really would have been a game changer (as it were).
  • dvt 2 days ago
    On my phone but very interested in this (hence leaving a comment so I can find it later). What’s the variation, can we generate different maps from the same low res seed?

    I’m interested in this because “macro maps” can be hand built in a way that may want to preserve gameplay balance while individual games can still feel broadly unique.

  • jauntywundrkind 7 hours ago
    can you talk to some about how you trained this? this is such a neat idea!!
    • joegibbs 5 hours ago
      Mostly through trial and error really, I started off getting a bunch of 100m and 10m satellite data then tried a few different methods. First I tried a bunch of ways to do it as a GAN, but there were too many artifacts and it lacked detail every time. Then I did a diffusion model that worked but took minutes to run, then kept distilling it down from 64 steps to 1 step, which looked basically the same as 64 but was fast. All in all it was about $100 to train.