This paper describes a method of procedural generation of meandering rivers inspired by erosion, which can enhance visual realism of virtual terrains. Terrain is represented using an adaptively subdivided triangle mesh with additional information (e.g. amount of soft deposit) stored in vertices. Water is simulated using SPH (Smoothed Particle Hydrodynamics), modified in order to model erosion occurring within meanders. Most experiments were performed on an initially flat terrain, so in order to provide the initial disruption of an otherwise straight flow, a simple force simulating an exaggerated Coriolis effect was introduced.