by Leonon » Sun Nov 15, 2009 1:32 pm
Pools don't always form in ditches though, depending on how far above the water table the depression is and how porous the soil is. I suggested just doing rivers and lakes and pongs because having realistic random ponds would require calculating the in/out flow of every possible pond/lake to see if water could flow in faster than it flows out or evaporates.
One way to skirt around erosion simulation would be to just use a "shortest path" system based on heightmap and possibly soil qualities. Just random seed water start points and have them try to get to sea level using the shortest path with each vertical unit of distance equaling 1.5 or 2 horizontal units of distance (possibly more if this turns out to form too many bodies of water). Each water start point could create a 1 tile wide shallow stream of water, with the water getting deeper as streams converge. I think this would form lakes, ponds, and rivers that curve mildly to fit the land.
For testing though, just seeding water start points and starting full fledged rivers from them may be a good way to see how it all works.
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