This generates an infinite pixelated fantasy map.
Experimental approach used in spix.
- Generate a tileable voronoi-based map (adapted from the approach by M. O’Leary)
- Rasterize the map, rivers and cities
- Apply tileable noise for trees, high-frequency hills, etc.
- Store the result in a height buffer
- Additional buffers can be used for trees / city plans / rivers
Everything is done in a progressive fashion in order to respect the real-time budget.
The approach is interactive (non-blocking, real-time generation).
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Generating fantasy maps, Martin O’Leary
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Polygonal Map Generation for Games, Amit Patel
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Tileable Perlin noise, gamedev.stackexchange
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js-rasterizer, Yang Cao
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Discrete circles, rings and spheres, Eric Andres
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Fantasy-Map-Generator, a very complete model generator by Azgaar
Multiple enhancements would be welcome!
- Soften / fix tile borders!
- see Tile.stepGeneration, I suspect we should work around the particular the FieldModifier.peaky step
- in world.js, set WorldMap.DEBUG_THREE to get an idea with the 3D height map
- Fix rasterizing artifacts on rivers
- Advanced city rasterizing
- Add high altitude lakes?