Then we can render the 'physical' portion of the map. Height-map of the terrain, and do things like routing water flow over the There are a few different stages to the generator. Random ways, with no thought to the processes which form landscapes. The large-scale structure always looks a bit off. These methods produce lots of fine detail, but Generation, and they almost all use some variation on a fractal noise approach,Įither directly (by adding layers of noise functions), or indirectly (e.g.
There are loads of articles on the internet which describe terrain Luke-warm sub-Tolkien tale they were attached to.Īt the same time, I wanted to play with terrain generation with a physicalīasis. These imagined worlds, which were often much more interesting than whatever The cheap paperback fantasy novels of my youth. I wanted to make maps that look like something you'd find at the back of one of You may also be interested in this companion piece, which describes On Github here, and the original messy Python generator code can be There's JavaScript code for the generator
These are some notes on how I generate the maps for my Twitter which is based on a generator I originally producedĭuring NaNoGenMo 2015.