Fake water Simulation with spillover.

Hello, i have been working on a project and within this project a rising water mechanic is quite a large part.
The thing is i think it would be really cool to have the water be able to spillover from one area over a wall to another once the first area is full. I could probably make some in editor system for this where every level is made with definitions for when this should happen but im real lazy and i’d rather just make a dynamic system for it so i don’t have to.

This system would really only have to deal with figuring out once the water has reached a level where it could spillover and then starting to fill it.

The problem is however hard i’ve been trying to wrap my head around it i can’t quite seem to get the logic of how that could work without building a full on water sim (this is not preferable since as i’ve said before im real lazy)

is there any logic that could be used to do this or am i doomed to either define edges or make a rather under utilised and performance heavy water sim?

how does your level look like? as in, are those freely placed 3d objects?

Yeah, but i could change it if need be

then voxel based water simulation would be possible,
see one example video starting at 0:40 [TerrainEngine] Voxel Terrain : Smooth,Cubic,2D,Hexagonal Infinite Procedural Terrain page-22#post-7013206

and minecraft style terrain would be easier also, see those minecraft water simulation videos how it would look like. (but quite blocky of course)

and how big levels you would have?

Oh that’s interesting, thank you i’ll look into it.

Not that big were talking confined spaces maybe 20-50 units in width but quite deep since its rising.