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    Adrien Delsalle
    @adriendelsalle
    Hi @benbovy fastscape-lem/fastscapelib#57 is ready for review :)
    I have mainly improved the neighbors indices cache, and now we also provide a no-cache policy that could save memory footprint
    Benoit Bovy
    @benbovy
    Thanks @adriendelsalle I'll check fastscape-lem/fastscapelib#57 asap!
    Adrien Delsalle
    @adriendelsalle
    great :+1:
    Adrien Delsalle
    @adriendelsalle
    Hi @benbovy ! is it possible to have a look at fastscape-lem/fastscapelib#57 please?
    Benoit Bovy
    @benbovy
    Hi @adriendelsalle, I did have look at it and left a comment yesterday. Let me know what you think. We could merge it as-is and further discuss this of course. Let me know..
    Adrien Delsalle
    @adriendelsalle
    ohhh thanks, sorry I missed that !
    Adrien Delsalle
    @adriendelsalle
    I have posted a response, you can call me if it's easier to discuss !
    Adrien Delsalle
    @adriendelsalle
    Now fastscape-lem/fastscapelib#60 is ready. Added length and from_length to raster_grids !
    Adrien Delsalle
    @adriendelsalle
    Hi @benbovy , could you please have a look at fastscape-lem/fastscapelib#62 ? It is a big one, and it's preferable to review and merge it before working on flow routing API. Thanks!
    Benoit Bovy
    @benbovy
    I'm on it! It's a big one indeed :-)
    One thing that I'll try is to refactor the fill_sinks functions in sinks.hpp so that those are grid agnostic.
    Adrien Delsalle
    @adriendelsalle
    oh nice !
    I'm starting to implement the flow_graphe API!
    Benoit Bovy
    @benbovy
    Great!
    Adrien Delsalle
    @adriendelsalle
    @benbovy your thoughts about the flow_graph API in the wiki pages describe dynamic polymorphism, which is helpful when you don't know the type at compile time but at runtime
    do you remember why ? is it related to capability to load a computation from a config file, or from the python side?
    Benoit Bovy
    @benbovy
    I think this might be because both flow_router and sink_resolver subclasses may have constructor parameters given at runtime (e.g., multiple_flow_router has parameters for controlling the amount of water flow that is partitioned among the downslope neighbors).
    We should be able to set those parameters from Python, so I think we need to provide instances of those subclasses when creating an instance of flow_graph.
    Adrien Delsalle
    @adriendelsalle
    ok thanks !
    :+1:
    martinRenou
    @martinRenou
    Hello!
    Benoit Bovy
    @benbovy
    Hi @martinRenou !
    martinRenou
    @martinRenou
    Small preview of what's coming to ipygany in the next release:
    Adrien Delsalle
    @adriendelsalle
    woot! looks great :)
    Benoit Bovy
    @benbovy
    This is super cool!!
    martinRenou
    @martinRenou
    log.png
    Added support for log scales as well
    although changing from linear to log or from log to linear seems to be broken on the shaders
    the simulation (and rendering) is made entirely in OpenGL shaders, on a 1000x1000 grid
    Adrien Delsalle
    @adriendelsalle
    :+1:
    Benoit Bovy
    @benbovy
    I find that very cool indeed! Do you think the simulation and/or the rendering are done in real time? I'd love to see something like that to simulate mountain formation (with some realistic textures representing vegetation levels, snow, etc.)
    martinRenou
    @martinRenou
    I suppose everything is run in realtime yes :) I've asked for the source code, but I might not get a positive response.

    I'd love to see something like that to simulate mountain formation (with some realistic textures representing vegetation levels, snow, etc.)

    That would be super cool indeed

    martinRenou
    @martinRenou
    Given the text on the tweet. I understand they have a heightmap for the sand (each "pixel" of the grid has a given sand height). And they compute the height of each pixel given the wind, the previous state, and the neighborpixels. I wonder how accurate their simulation is. But it looks correct at least :)
    Benoit Bovy
    @benbovy
    Yes it looks realistic, although I'm not expert in sand dune dynamics.
    Regarding the formation of mountains, I've been working with someone (Guillaume Cordonnier) who is developing very fast algorithms and scientifically quasi-accurate for such kind of application (e.g., https://team.inria.fr/imagine/sculpting-mountains-interactive-terrain-modeling-based-on-subsurface-geology/)
    (I don't have a link to an animating landscape, unfortunately)
    martinRenou
    @martinRenou
    :+1:
    It might be possible to implement this in shaders and get a very fast implementation of this :)
    Benoit Bovy
    @benbovy
    That would be amazing!
    I'm thinking right now about a terrain texture component for ipygany :-). Something like described here: http://unitytipsandtricks.blogspot.com/2014/07/terrain-texture-splatting-and-threejs.html. One could pick a few built-in textures (or load custom textures) and with some parameters tweak texture splatting.
    martinRenou
    @martinRenou
    Nice! Yeah, that would be a nice addition.
    Benoit Bovy
    @benbovy
    Coupled with something like a sky dome component...
    martinRenou
    @martinRenou
    :+1: I'll open issues to track thoses ideas
    Benoit Bovy
    @benbovy
    :thumbsup:
    Adrien Delsalle
    @adriendelsalle
    Hi @benbovy fastscape-lem/fastscapelib#68 is ready to merge!