By popular demand, figured how to properly put the sandy river banks (aka point bars) on the correct (inward) side of the river! Now the meandering looks even more realistic with no actual simulation ๐
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Posts by Nikita Lisitsa
You can click a few links and learn that it already happened some 2 years ago
River generation progress: fixed the "aqueducts" and weird mountain cutoffs, added occasional sand river banks. Still got a ton of issues to solve, though ๐
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Still fixing all the issues with rivers, in the meantime my worldgen presented me this.
Is it talking to me? Should I worship it?
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New video by Any Austin: where do rivers in this game go?
*Zooms out* well they clearly start in the mountains and end in the ocean, thanks for watching.
Anyway, about these comfy boxers...
Just for fun, recorded a video travelling along one of the rivers from source to delta. Had to speed it up quite a lot, otherwise it was too long ๐
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Absolutely in love with these river-carved hills
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Experimenting with distorting the river with some noise to make it look more natural. The original hex grid + circular arcs pattern is barely noticeable here ๐คฉ
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Oops
Nope, it affects terrain height and slope, then areas with high slope are marked as stone
Updated computing terrain slope with the new river-shaped stuff, now there are nice forests around rivers in the mountains, and river-carved valleys have proper stone surfaces
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Kind of, the terrain and rivers influence each other in nontrivial ways
Last time I checked waterfalls didn't travel uphill...
They are based on a very rudimentary precipitation model
Two main problems I need to fix with river generation rn:
1) "Aqueducts" made by small streams entering a big river
2) Unrealistically deep river-shaped valleys cut through mountains
#2 is easy, #1 is rather tricky
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Another lovely screenshot with my procedurally-generated rivers ๐
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Something seems subtly broken...
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Right now they look like absolute crap :)
I don't have a collision mesh or a navmesh
Made the rivers use circular arcs instead of straight line segments. Ngl, they look insanely cool now ๐คฉ
River crossings/mergings are extremely hard to get right, though ๐
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Working on making the rivers smooth instead of hard hexagons, I think I'm getting somewhere ๐
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Probably! At least there will definitely be fish. Boats are really cool for gameplay but very hard, so I'll probably postpone them until much later
It can run in theory, but it's freezed at start and only triggers if needed (i.e. player modifies terrain or etc)
Actually they secretly go though centers of faces of a regular triangular grid, which do look like hexes when connected, yes :)
This algorithm seems to be able to create insane meandering patterns with rivers stretching across the whole island, that's so cool
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Added randomized subdivision to make rivers follow terrain better & meander naturally, looks like I'm getting somewhere
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Yes
Some more river generation progress. Not exactly how it's supposed to work...
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Starting to work on river generation. Implemented the basic randomized-bfs-from-coast algorithm, now need to make it not look like crap
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Well that just means instead of C*dot(xy,xy) I'd use dot(D*xy,D*xy) with D=sqrt(C), i.e. it's essentially the same formula