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Question by stuart6854 · Feb 23, 2014 at 06:09 PM · terrainproceduralgeneratorrivergenration

Terrain and procedural rivers

I have managed to get a nice random/procedural terrain generator plus lakes working based off of Perlin noise and seeds, but I wish to create rivers in flat bits of land. I have had a look around and can't find anything relevant?

Any ideas how I can achieve this?

By rivers I mean something like this: http://www.shamusyoung.com/twentysidedtale/?p=12076

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avatar image stuart6854 · Feb 23, 2014 at 06:38 PM 0
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I was thinking I might have to go over the terrain again with noise or something?

avatar image iKatsuX3 · Feb 24, 2014 at 09:39 AM 0
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I'm not much of an expert but here's my opinion.

If you created the terrain via "Create"-GameObjects"-"Others"-"Terrain" then you can just add texture in similar to texturing terrain but only with a bit of particles..

avatar image AlucardJay iKatsuX3 · Feb 24, 2014 at 10:36 AM 1
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The question is about creating rivers and lakes procedurally, not by manually painting. Converting answer to comment.

avatar image deltamish · Feb 24, 2014 at 03:48 PM 0
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Hi, you could create procedural terrain there are few free tools that do that.But before proceeding Can i ask something.Is the procedural terrain created at runtime (when the player is playing or when the levels loading).Either way it would quite some time for the computing process to take place

avatar image stuart6854 · Feb 25, 2014 at 02:26 PM 0
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Anyone? Ideas?

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Answer by NickP_2 · Feb 24, 2014 at 04:04 PM

When you generate the terrain with perlin noise, you get set some kind of number which presents the "sealevel" height on the Y-axis. Once you're done generating, you can add set the with of the standard water prefab to the size of the map. (renderer.bounds.size). The mountains or peaks which have a higher Y-axis value than the sealevel, are land, the one below are sea. Heres a picture of the side view

alt text


naamloos.png (19.1 kB)
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Answer by method · Mar 04, 2014 at 01:07 AM

This is something I'm researching and I've found a paper that investigates procedural river generation from river networks, to meandering techniques and the creation of river deltas...

Sections 5,6 and 7 may be of particular interest to you...

River and Coastal Action in Automatic Terrain Generation

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