debug output about how much erosion did occur during water proc.
Began collecting screenshots in dedicated directory
simulating ten rivers ten times in a row is pretty slow right now...
what takes them so long? even the iteration limit (5000) is hit!
simulating ten rivers ten times in a row is pretty slow right now...
what takes them so long? even the iteration limit (5000) is hit!

committed screenshot prepared for like half an hour.
did some modifications to make water simulation faster.
Simulation of only 6 rivers is a little bit faster and looks almost as nice.
Merged remote and local branch
How can we get rivers to still hold water after simulation terminates?
little typo
Merge branch 'landscaping'
world initialization
okaye ergebnisse was flüsse und erosion angeht.
auch große anzahlen an flüssen (z.b. 21, 16) wird in annehmbarer zeit und mit ziemlich okayen ergebnissen bewältigt.
sind sie nicht süß? als nächstes bitte bewuchs.
investigate fertilization outcome during water processing
Spawn more inhabitants
Merge landscaping avantgarde into master branch
ground texture modification
ground textures
Textures