Rivers are really hard to generate for 2d top-down games for multiple reasons:
- Rivers primarily form based on heightmaps which are hard to display in top-down
- Displaying fluidity when working with sectors or grid-based rendering can be complicated, bresenham's line algorithm only goes so far to make things look smooth
- naturally occurring mechanisms of nature have numerous factors in play that caused them to exist. Simulating all of these factors isn't reasonable.
I was able to make relatively decent 2d rivers using a few techniques.
- Started by having terminal points where rivers can start/stop. Primary start positions might be