Spellcaster Studios

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Tag Archives: rivers

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: Then I […]

More water experiments

Today I did a lot more water experiments, trying out different ways to make the rivers… The results weren’t very good… Either I have very short rivers (because the water doesn’t have anywhere to go) or I have flooding (the most common result): I’ve even tried approaching it based on sedimentation and erosion, but the […]

Water courses tests

I’m trying out using a cellular automata in creating the river courses… The results work great to make lakes, but not rivers: Here you can see the iterations of the automata: The problem it seems to be that the current algorithm checks for each grid element if a neighbor has water in it, and if […]