Procedural RPG OT: every action has consequences

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Started by Legend, Apr 20, 2019, 09:02 PM

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Legend

*God grabs a ruler*
"These rivers should be perfectly straight!"
I was generating the rivers by randomly placing dots and flowing them downhill using a basic heightmap. I improved the heightmap and tried adding random noise to create good river bends but it didn't work.




New approach is to use this improved method but not draw the river as I'm tracing it to the sea. Instead I use this info to just get start points and end points.

I then use a 2D version of Cube Royale's lightning to fill in the pixels between the two end points.

I really love how the rivers generally flow into bays and sections of the sea that push inward. That's a cool effect caused by my simple heightmaps which I did not expect. The things I need to do now are improve the thickness of rivers (sometimes pixels are skipped even) and cut off rivers that cross each other.