Rivers

So the peeps on the ##roguelikedev channel have been trying to procgen rivers, which can be as complicated as you want to make it. Not having a few billion years to get it right, one will often go with something "good enough" and call it done.

    @tryddle> I implemented @redblobgames idea. I select a random
              number of ocean tiles, make sure they are not too close
              together. Then I start at each start tile and generate
              river paths; I go upwards until I find a local *maximum*.
              Then I end this specific river.

Link

If you do want complications, then you'll need to account for various things:








"Great Earthquakes of the Pacific Northwest". Nick Zentner. 2016.

"Ancient Rivers of the Pacific Northwest". Nick Zentner. 2017.

"The Broken Plate Under The Cascades". Nick Zentner. 2025.


Source