- #BIOMES O PLENTY SEED GENERATOR ALGORITHM HOW TO#
- #BIOMES O PLENTY SEED GENERATOR ALGORITHM GENERATOR#
- #BIOMES O PLENTY SEED GENERATOR ALGORITHM CODE#
There's no good way to simulate this process in a reasonable amount of time, so we need to cheat slightly. Instead, they evolve from earlier landscapes, which in turn evolved from even earlier landscapes, and so on back for billions of years. One of the difficulties of creating landscapes in a realistic way is that real landscapes aren't created all at once. I have a programmer's superstitions about always using powers of 2, which are more pleasing to the spirit of the machine.
#BIOMES O PLENTY SEED GENERATOR ALGORITHM GENERATOR#
Note: this shows 2 8 points, to make viewing easier, but the real generator uses 16, 2 14 points. This has the advantage that the number of neighbours per node is fixed at three, which helps in some parts of the code. All of the calculations are actually carried out on the 'dual points' of the original point set, which correspond to the corners of the Voronoi polygons. There are rapidly diminishing returns after a few iterations though. These points tend to be a bit clumpy and uneven, so I use Lloyd relaxation to improve the point set.įor speed, I only use one iteration of this process, but you can repeat it as many times as you like. I start by selecting points at random within the map. I won't go into too much detail here because that article explains it very clearly, with lots of diagrams.
#BIOMES O PLENTY SEED GENERATOR ALGORITHM HOW TO#
The approach I use is the same as in this articlewhich is one of the better references out there on how to do non-fractal terrain generation. If you use an irregular grid, then there are a few things which are more complicated, but the structure of the grid helps to give the map a rough, organic feel, and you never have to worry about nasty linear artifacts in the finished product. With a regular grid, it's very easy to run into weird artifacts, and you often have to do a lot of postprocessing to hide the effects of the grid. Exodus Azgaar Fantasy Map Generator Editing Tutorial Although it can be simpler to work on a regular square grid, I much prefer to work on an irregular set of points for something like this.
![biomes o plenty seed generator algorithm biomes o plenty seed generator algorithm](https://minecraft.fr/wp-content/uploads/2020/07/biome-o-plenty-citrouille-1200x675.jpg)
To represent the heightmap, first we need a grid of points. Finally we can place cities and 'regions' on the map, and place their labels. Then we can render the 'physical' portion of the map.
![biomes o plenty seed generator algorithm biomes o plenty seed generator algorithm](https://i.ytimg.com/vi/Zpa5mNC4p4M/maxresdefault.jpg)
First we build up a height-map of the terrain, and do things like routing water flow over the surface. There are a few different stages to the generator. I wanted to try something a little bit different. Features are attached in random ways, with no thought to the processes which form landscapes. These methods produce lots of fine detail, but the large-scale structure always looks a bit off. There are loads of articles on the internet which describe terrain generation, and they almost all use some variation on a fractal noise approach, either directly by adding layers of noise functionsor indirectly e. At the same time, I wanted to play with terrain generation with a physical basis.
![biomes o plenty seed generator algorithm biomes o plenty seed generator algorithm](https://libredd.it/img/86hadpcirj861.png)
I always had a fascination with these imagined worlds, which were often much more interesting than whatever luke-warm sub-Tolkien tale they were attached to. I wanted to make maps that look like something you'd find at the back of one of the cheap paperback fantasy novels of my youth. You may also be interested in this companion piecewhich describes the placename generation.
#BIOMES O PLENTY SEED GENERATOR ALGORITHM CODE#
These are some notes on how I generate the maps for my Twitter bot unchartedatlaswhich is based on a generator I originally produced during NaNoGenMo There's JavaScript code for the generator on Github hereand the original messy Python generator code can be seen here.