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  1. #1
    Administrator waldronate's Avatar
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    Read the following paper for a good basin-filling algorithm:

    Planchon, O. and Darboux, F., 2001. A fast, simple and versatile algorithm to fill the depressions of digital elevation models.

    There are no doubt newer ones out there, but this one works well and he was willing to provide sample code way back when I asked him. OK, that was about 12 years ago now...

    Another paper that may be interesting is Ken Musgrave's erosion paper from way back in the dawn of time. http://codeflow.org/entries/2011/nov...g-and-erosion/ is also interesting for the WebGL crowd.

    The problem of towns being surrounded by mountains is trivially solved just by scaling the height. From plains to high mountains, it's just a scale factor away. The hydrography will be the same (in a pure geologic sense, there are differences between nearly-flat and steep mountain water flows - meanders, for example - but for game purposes, it will be plenty good).
    Last edited by waldronate; 07-19-2014 at 12:18 AM.

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