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Flood Risk Simulator — Virtual City (2D)

Interactive 2D top-down flood-risk map: the same reservoir (bucket) model as the 3D version — rainfall, river level, sea-level rise and drainage efficiency drive a rising water line across a city grid of houses, roads and vehicles.

Climate Change Health Impact Modeling2DModerate60 FPS📱 Mobile-adapted⇄ 3D version
2d-flood-risk-simulator-2 ↗ Open standalone

This 2D companion runs the exact same reservoir (bucket) flood model as the 3D version, rendered as a top-down city map instead of an orbiting scene: rainfall, river level, sea-level rise and drainage efficiency combine into an inflow/outflow rate that raises or lowers a single water-level number, and every house, road segment and vehicle on the grid checks its own ground elevation against that level each frame to decide whether it floods — the same elevation-based safe/caution/danger/submerged zone coloring as the original, just viewed from above.

⚙ Under the hood

2D top-down flood-risk map driven by a reservoir (bucket) model: rainfall, river level, sea-level rise and drainage efficiency set an inflow/outflow rate that raises or lowers the water line across a city grid of houses, roads and vehicles.

floodflood riskrainfall runoffsea level risedrainagereservoir model

2D · HTML5 Canvas 2D · 60 FPS target · runs fully client-side, no install

Is this the same simulation as the 3D version?

Yes — it drives the identical rainfall/river/sea-level/drainage reservoir model and elevation-based flood zones, just rendered as a flat top-down city map instead of an orbiting 3D scene.

What does the water-level number mean?

It is the current flood-water surface height in meters, relative to the same baseline as the terrain elevation used to color safe/caution/danger/submerged zones.

Why do some roads and vehicles disappear?

Once the rising water level exceeds a road segment's or vehicle's ground elevation, it is treated as submerged and stops being drawn as a dry object.

What did you find?

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