This proof-of-concept is a top-down water routing simulator: water spreads across a terrain heightmap, pools in basins, and can be redirected using simple infrastructure tools (digging, berms, gates, drains, and pumps). It’s designed to be readable and “game-stable,” not a full CFD simulation.

What you’re seeing

Water moves from higher Z to lower Z (downhill), forming channels and basins naturally.


Hydro Inspector (top-left)

The Hydro Inspector is the “truth panel.” Hover any cell and it reports:

This is how you diagnose everything: why water is pooling, why it’s escaping, and where to cut a new channel.


Tools (what each one does)

These tools are intentionally strict and predictable:

View

No edits. Use this mode to inspect and understand the system.

Dig

Lowers terrain (reduces H) where you paint.
Use it to carve trenches, connect basins, or create relief channels.

Build

Raises terrain (increases H) where you paint.
Use it to create berms/dams and block or redirect flow.

Gate

Click near an edge to toggle its openness: open → half → closed.
This directly restricts flow across that boundary.

Drain

Click a cell to toggle a sink that removes water continuously.
Use it for controlled drainage or “pump-out” style mechanics.

Pump

Two clicks:

  1. Set P-in (intake)
  2. Set P-out (outlet)

The pump transfers water from intake to outlet only if:


Controls (what matters)


What this POC is for

This isn’t “pretty water.” This is water as a system: