Ok, I've read many threads around about procedural terrain generation with rivers and roads but they suggest approaches from zero to result.
I'd like to know if exists an algorithm to apply to an existing vertex structure which models it by adding rivers beds like cuts through the slope of a mountain for instance.
This approach should:
- not work on heightmaps, since my terrain is not generated with heightmaps
- modify the surface with randomness
- according to the heights (river sources should be higher and the flow should descend)
- be as realistic as possible (like not too many circular paths)
I have no needs for speedy algorithms. would be enought to have a separated algorithm to modify the surface so that I am not forced to do all the work during the creation of the terrain.
I tagged this question with c# because this project is written in c# using xna4.0 and in the case that someone knows any algorithms in different languages, c# is preferred (ye, this is optimism)
By the way, I'm looking forward to see if someone knows anything that could fit these needs