...
Things like rivers and lakes are going to be extremely hard whichever technique they use. The problem isn't so much simulating the paths of rivers and where water pools, it's simulating them from scratch pretty much instantaneously at 60fps alongside everything else that's going on in the game.
Well, to be slightly pedantic, lest somebody takes that literally and propagates it that way, I am fairly sure we both agree no simulation is done from scratch each and every frame.
The list of modifiers and their parameters, such as type, location, orientation, scales, influence strength, and so on, that are used to produce the terrain, would reasonably be generated from seed either while one approach the body, or when opening the system map, and waiting for it to tick through all bodies in the system.
This is then used to generate patches of vertex displacement maps as needed, at progressively higher resolution as one get closer and the patches are subdivided into ones spanning smaller areas, separate from the frame rendering thread (which itself generates no terrain (EDIT: ...it just uses the patches it gets handed)), which we can see in the form of large squares of level of detail popping in and out with descent and ascent.
Last edited: