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Posts by Nikita Lisitsa

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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 ๐Ÿ˜Ž

#indiedev #gamedev #indiegames

15 hours ago 65 6 1 0

You can click a few links and learn that it already happened some 2 years ago

18 hours ago 0 0 0 0
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River generation progress: fixed the "aqueducts" and weird mountain cutoffs, added occasional sand river banks. Still got a ton of issues to solve, though ๐Ÿ˜…

#indiedev #gamedev #indiegames

18 hours ago 45 4 4 0
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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?

#indiedev #gamedev #indiegames

19 hours ago 33 2 1 0

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...

1 day ago 24 1 0 0
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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 ๐Ÿ˜…

#indiedev #gamedev #indiegames

1 day ago 204 17 7 1
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Absolutely in love with these river-carved hills

#indiedev #gamedev #indiegames

1 day ago 51 6 1 0
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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 ๐Ÿคฉ

#indiedev #gamedev #indiegames

1 day ago 54 6 1 0
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Oops

1 day ago 19 1 5 0

Nope, it affects terrain height and slope, then areas with high slope are marked as stone

1 day ago 0 0 0 0
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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

#indiedev #gamedev #indiegames

1 day ago 47 3 1 0

Kind of, the terrain and rivers influence each other in nontrivial ways

1 day ago 0 0 0 0

Last time I checked waterfalls didn't travel uphill...

1 day ago 2 0 1 0

They are based on a very rudimentary precipitation model

1 day ago 1 0 0 0
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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

#indiedev #gamedev #indiegames

1 day ago 30 3 5 0
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Another lovely screenshot with my procedurally-generated rivers ๐Ÿ˜

#indiedev #gamedev #indiegames

2 days ago 133 12 3 0
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Something seems subtly broken...

#indiedev #gamedev #indiegames

2 days ago 20 3 2 0

Right now they look like absolute crap :)

2 days ago 1 0 1 0

I don't have a collision mesh or a navmesh

2 days ago 0 0 0 0
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Made the rivers use circular arcs instead of straight line segments. Ngl, they look insanely cool now ๐Ÿคฉ

River crossings/mergings are extremely hard to get right, though ๐Ÿ˜…

#indiedev #gamedev #indiegames

2 days ago 78 6 4 0
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Working on making the rivers smooth instead of hard hexagons, I think I'm getting somewhere ๐Ÿ‘€

#indiedev #indiegames #gamedev

2 days ago 59 4 2 0

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

2 days ago 1 0 0 0

It can run in theory, but it's freezed at start and only triggers if needed (i.e. player modifies terrain or etc)

2 days ago 1 0 1 0

Actually they secretly go though centers of faces of a regular triangular grid, which do look like hexes when connected, yes :)

2 days ago 2 0 0 0
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This algorithm seems to be able to create insane meandering patterns with rivers stretching across the whole island, that's so cool

#indiedev #gamedev #indiegames #screenshotsaturday

2 days ago 54 6 3 0
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Added randomized subdivision to make rivers follow terrain better & meander naturally, looks like I'm getting somewhere

#indiedev #gamedev #indiegames #screenshotsaturday

2 days ago 28 3 1 0

Yes

2 days ago 0 0 0 0
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Some more river generation progress. Not exactly how it's supposed to work...

#indiedev #gamedev #indiegames #screenshotsaturday

2 days ago 46 4 5 0
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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

#indiedev #gamedev #indiegames #screenshotsaturday

2 days ago 32 4 0 0

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

2 days ago 1 0 1 0