Limnology
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Goal
Experiment with river dynamics from a classic DOS-style overhead view. Sculpt banks, build dams or rock riffles, and watch how flow, erosion, and meanders respond. -
Controls
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KeyActionNotes
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← ↑ → ↓Move yellow cursorCursor wraps around screen edges.
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B Toggle bank ↔ uplandBrown squares are low banks; green squares are high upland.
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L Lower/Raise elevationBank → water (cuts a side channel) or water → bank (fills it).
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D Place / remove DamGray square stores 12 units of water before spilling.
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R Place / remove RockSmall boulder stores 6 units—ideal for nudging flow.
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How the Simulation Works
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Base flow enters from the left (headwaters) each tick and moves rightward.
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Dams/Rocks hold back water until capacity, creating pooled blue shading; once full they spill.
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Overflow – ordinary river cells deeper than 15 units breach vertically, carving new channels.
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Erosion – deep, fast water can:
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erode upland âžœ bank (green → brown)
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erode bank âžœ water (brown → blue)
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Meandering – every ~60 seconds the channel randomly migrates, trading one bank for the other.
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Tips
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Stabilize first – use rocks for gentle deflection before committing big dams.
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Cut new side channels with L on banks to relieve high-flow areas.
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Overly deep segments (> 15 units) will breach—keep an eye on depth shading.
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Want a braided system? Alternate banks and cuts; leave space for overflow to form.
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Enjoy reshaping the river!