Generating 2d Rivers

Generating 2d Rivers

Rivers are really hard to generate for 2d top-down games for multiple reasons:

  • Rivers primarily form based on heightmaps which are hard to display in top-down
  • Displaying fluidity when working with sectors or grid-based rendering can be complicated, bresenham's line algorithm only goes so far to make things look smooth
  • naturally occurring mechanisms of nature have numerous factors in play that caused them to exist. Simulating all of these factors isn't reasonable.

I was able to make relatively decent 2d rivers using a few techniques.

  1. Started by having terminal points where rivers can start/stop. Primary start positions might be

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