Brian Andrew Mulrooney

A Game World That Cannot Lie About Water

SATELLITE TERRAIN — A GAME WORLD THAT CANNOT LIE ABOUT WATER

NASA 30 m elevation → rainfall simulation → 641 verified rivers, branching where the physics allows · 2026-07
1 · Background & problem

A strategy game set on real terrain, built in two steps: 1. render the land from public NASA satellite elevation data, 2. earn the water from a rainfall simulation and a branching river network — nothing drawn by hand.

Problem: procedurally generated worlds routinely cheat about water — rivers that flow uphill, lakes hovering above their valleys — because the generator places whatever the designer asks for, true or not.

2 · Gaps & countermeasures
gapcountermeasure
water is usually placed by handrainfall is simulated at 1 m resolution; rivers are selected from the flow results, never drawn
no limit on how much water is addeda hard cap derived from the region's real-world water coverage (~10% of land here)
rivers can carve through the terraincut depth is limited to 1.0 m per cell and audited after every build
a river can fail to reach the seanine float-probes are simulated down every river; any river that strands them is rejected
real river networks branch (deltas, distributaries)a branch is accepted only if it passes four physical tests (direction of flow, no cycles, flow share, downhill) — from the published GRIT method
BEFORE · the world was a 387 MB hand-built asset · its rivers were plausible-looking geometry that could not be verified against any physics
AFTER · the world rebuilds from ~3 MB of public elevation data plus code · 641 rivers pass every audit · every river provably drains to the sea · branches enter the network only through four physical tests
3 · Results — the evidence
In-game world map with simulated rivers
The result in-game: the world map, captured directly from a playtest. The bright red rivers are a deliberate placeholder color used during development for visibility.
River banks before smoothing — visibly jagged
Before smoothing: the raw computed riverbank is visibly jagged.
River banks after smoothing at the chosen production setting
After smoothing: the production setting was chosen by visual review, overriding the purely numerical optimum.
River network map with accepted branching links
The branching network: a candidate river split joins the network only after passing four physical tests — water flows into it, it creates no cycle, it carries a sufficient share of the flow, and it descends.
A river's mouth meeting the sea as a straight-sided plunge
A river meets the sea: the final chute holds straight-sided to the shoreline and plunges below the sea plane — geometry produced by the simulation, not modeled by hand.

HYDROAUDIT, 3-LANE FLEET 634 sources x 9 ducks = 5706 launched: 5691 sea / 0 pool / 6 GAP / 3 RISE / 6 TILT / 0 STUCK

Verbatim line from the drainage audit: 5,706 float-probes were simulated down 634 rivers; 5,691 reached the sea and none became stuck — the proof that every river actually drains.

4A · Resolved: the water is physically plausible and verified
  • 641 rivers shipped with zero audit failures, using 0.40% of land against an 8.0% ceiling · every river provably drains · river branching runs through the same audited machinery
4B · Unresolved: visual polish & larger regions
  • Rivers still use the placeholder color; the visual-design pass comes next · the pipeline's next target is the Mediterranean, where large river deltas will exercise the network-branching method (based on the published GRIT framework)