Spellcaster Studios

Make it happen…

And now for something completely different…

In my research into rivers, I’ve found another option that’s yielding interesting results: use pathfinding…

Basically, I just identify a source for the river and then try to leave the map area, weighing the results like in pathfinding (for example, better cost for downhill)…

The results are much better than the previous system:

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Then I took a long time to add some code to merge the rivers that cross and increase the width:

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I haven’t flattened the river yet, that’s the next step… I also want to add a poligonal object on top to create something like water flow, but that’s the last thing…

One of the challenges with this approach though is to create actual lakes, but I’ll get to that after I flatten the river…

Now listening to “Shatter Me” by “Lindsey Stirling”

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