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World and levels › Water and roads

Water in the world: lakes, rivers and shores

Know first: Landscape: terrain from a heightmap, What real land looks like

Water in a game is not a liquid. It is a surface with a material, laid over a pit in the ground. This lesson explains why the level of a lake is always flat and why the ground, not the outline of the water, draws the shape of the lake. It covers why a river is a ribbon that can only go downhill, and how a flow map steers the ripples around its bends. You will learn why depth turns blue and dark, where the foam at the edge comes from, why a gentle shore flickers and what shows on the bottom. The last part shows how water cuts its own bed into the ground with a layer of edits, in Unreal and in other engines. This is the twelfth lesson of the course “Your own open world.”

Why this matters

A beginner puts a plane of water into the world. An hour later the result looks like this:

  • the lake hangs in the air at one edge: from the side you see a thin shelf of water above the slope;
  • on the other side the same water sticks out of a hill;
  • halfway along, the river climbs a hill and flows on as if nothing had happened;
  • the ripples on the river crawl in one direction and in a bend go across the bank;
  • the water is one blue everywhere, at the shore and in the middle, like blue glass;
  • a trembling, jagged edge runs along a gentle beach;
  • where the river flows into the lake, a seam shows as a straight line.

All of these have one cause: the beginner pictures a liquid, and a game has none. There is a surface, a material and a few simple rules: the level is flat, a river goes down, and the color depends on the thickness of the water. The lesson “How a world is built: from large to small” places water in the general order of work: on the second pass, together with the shape of the ground. The lesson on landforms explains why a lake can exist only in a bowl and how water shapes valleys. This lesson is about laying that water into the world so that players believe it.

Further in the article

  1. Water in a game is a surface, not a liquid
  2. A lake’s level is flat, and the ground draws the shore
  3. A river is a surface that goes down along a line
  4. A flow map: an arrow at every point
  5. The color of water: every meter adds another pane of colored glass
  6. Reflection and refraction
  7. The shore sells the water
  8. The bottom is part of the world too
  9. Waves in brief
  10. Water cuts its own bed
  11. How it works in Unreal
  12. In other engines and games
  13. Where it breaks
  14. Connections: the same idea in other fields
  15. Sources and further reading
  16. Key points
  17. Test yourself