One of the challenges with simulated hydrology, especially in procedurally generated games that I’ve found, is that water accumulates and can affect nearby cells, which affects other nearby cells, and so on.
So although procedural generation is often a great case for parallelizing, one of the cases you’d most want parallelization for can’t really be parallelized on unbounded domains.
I haven’t seen a lot of exploration of this topic.
One of my favourite people on the internet working on this stuff is https://nickmcd.me — he’s got some of the best procedurally generated terrain I’ve seen.
But his work is also domain-constrained due to the simulation design.
I’ve thought about potential solutions and I think the best way would be to procedurally generate water shed boundaries that can’t be broken. Then you can parallelize and simulate an entire water shed at once.
It’s such an interesting problem, but it’s also way out of my knowledge domain so I’m mostly just an observer.