Rivers generation

Rivers generation

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Sun Feb 2 16:41:40 2014   by   silent hunter
Do you plan to develop generation rivers?
Mon Feb 3 17:34:00 2014   by   Torben
I would love to add rivers, but I can see no way to add rivers without changing the basic premise that you can generate zoomable local maps: You would not be able to know where rivers would enter the local map from the outside.  It would be easy enough if rivers should not follow the laws of nature (water flowing downwards etc.), but making them fit the landscape needs detailed non-local information.
Tue Aug 18 21:44:59 2015   by   Ron Vantreese
Hi Torben, for your inspiration...


Perhaps a fractal formula can help you stabilize a river pattern.
Wed Aug 19 11:54:27 2015   by   Torben
I can easily enough generate a river network on its own.  It is making it follow the contours of the landscape that's challenging.  I don't want rivers to flow uphill.
Wed Aug 19 18:29:09 2015   by   Ron Vantreese
Then how about 2 layers....

First layer decides if you "wish" to put river data on a pixel...

2ns layer determines if it can have a river at that pixel....

And therefore it flows with the fractal landscape.

*just thinking...*
Thu Aug 20 09:14:53 2015   by   Torben
It is not quite that simple.  The planet generation is not pixel-based but based on 3D coordinates on a continuous sphere surface.
Fri Mar 11 16:52:11 2016   by   Mark
Re rivers not flowing up hill...

There's no reason that they *have* to flow upwards, they could have easily just cut out a cavern, gully that simply *appears* to flow up hill when in fact it just cuts through.

Would it be possible to see some kind of alpha-build with river pattern on? With a possible custom colour setting? (Rivers of lava :D).

I don't necessarily mind if this is layered actually onto the world or is actually a separate layer based on the same seed (would actually be preferred).
Fri Mar 11 17:11:37 2016   by   Torben
Rivers don't "cut through" hills.  They make cut canyons, but that is through a flat surface, where the rivers initially flow in shallow beds and then gradually cut deeper.  Placing a river network on top of an unrelated map will just look strange.

I have made some experiments with forcing the landscape to follow a river, i.e., by mandating that a river should flow from one edge to the other and force the map generation to make this possible. That didn't go very well, but the general idea is probably the way to go, so I hope I can find a better way to achieve this.
Sun Mar 27 19:18:39 2016   by   Mark
Assuming of course that they're flowing over the surface... they might be flowing through underground water ways. That is how I would interpret such a map.

Perhaps, take the previous known lowest height then if the next iteration is higher then change the colour or pattern of the line? I have no idea how fractals work... and honestly, I'm just supremely grateful this works as well as it does.
Tue Mar 29 09:29:18 2016   by   Torben
You can see a short description of how the planet-generation method works at http://www.diku.dk/~torbenm/Planet/PSIslides.pdf

Sun Jul 16 16:05:22 2017   by   River lover
Please check it out.
Tue Feb 26 14:46:47 2019   by   Martin

Just checking two years later. Is this project still being developed? If yes, how does it look with river generation at the moment?
Wed Feb 27 10:07:00 2019   by   Torben
I have a student working on rivers generation, initially for 2D maps, but possibly later extended to planet maps.  He has just started, so there are no results yet.

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