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  1. Sep 1, 2017 · This map generator creates volcanic island style maps. The simplest way to explore the maps is to click the plus/minus arrows to change the Seed. Canvas not supported. tiny small medium large huge. noisy edges noisy fills icons biomes lighting. or link to this map. from Red Blob Games. Try clicking on the Seed input box and hold down the Up ...

    • Mapgen4

      Pick a starting seed, then paint mountains, valleys, and...

    • Mapgen2

      Canvas not supported Mapgen2. Seed: -+

  2. Jul 7, 2015 · Noise #. A common way to generate 2D maps is to use a bandwidth-limited noise function, such as Simplex or Perlin noise, as a building block. This is what the noise function looks like: We assign each location on the map a number from 0.0 to 1.0. In this image, 0.0 is black and 1.0 is white.

    • What is red blob games map generator?1
    • What is red blob games map generator?2
    • What is red blob games map generator?3
    • What is red blob games map generator?4
    • What is red blob games map generator?5
  3. Pick a starting seed, then paint mountains, valleys, and oceans on the map! It will simulate evaporation, wind, and rainfall to determine biomes and rivers. Play with the sliders to change the simulation and style. For example, try decreasing raininess slider to see how reducing rainfall will make rivers dry up, or try decreasing lg_min_flow to ...

    • Overview
    • Background
    • Code
    • License

    Mapgen4 is a procedural wilderness map generator I wrote during 2017 and 2018, and updated in 2023. It’s written in JavaScript/TypeScript and designed to:

    •run fast enough to regenerate in real time as you paint terrain

    I have a series of blog posts about how I made these maps:

    •History of the project

    •Alternative to Voronoi cells

    •Compact data structure for the Delaunay+Voronoi mesh

    •Elevation to match the desired look instead of tweaking the look to match the elevation

    •Distance fields for elevation

    The entry point is mapgen4.ts. The main data structures are in the dual-mesh/ folder. The map generation algorithms are in map.ts. The input painting is in painting.ts. The output rendering is in render.ts. Calculations are in worker.ts. Calculations shared between the worker and renderer are in geometry.ts.

    Although the code is TypeScript, I’m using esbuild for building, which does not check the types. Instead, I have type checking in the IDE only.

    Mapgen4 and helper libraries I wrote (dual-mesh, prng) are licensed under Apache v2. You can use this code in your own project, including commercial projects.

    The map generator uses these libraries:

    •Delaunator from MapBox is licensed under the ISC license.

    •fast-2d-poisson-disk-sampling from Kevin Chapelier is licensed under the MIT license.

    •simplex-noise from Jonas Wagner is licensed under the MIT license.

    •flatqueue from Vladimir Agafonkin is licensed under the ISC license.

  4. Red Blob Games: Procedural Map Generator. Super cool project. Red Blob Games has continued to make amazing and informative stuff! Even if you're not interested in learning the background behind how to make procedural maps, it's a really fun and satisfying toy to play with. This is so cool, so responsive and fast too.

  5. Sep 9, 2017 · Amit Patel of Red Blob Games (@amitp) has released a new HTML version of his Polygonal Map Generation Tool. Originally written in Flash in 2010, the HTML5 version has more features and runs faster. Quote A year later I decided I should spend a lot more time making interactive

  6. Apache-2.0 license. JavaScript version of my Polygon Map Generator. Most of the algorithms are reimplemented rather than ported, so there are some minor differences, but it mostly follows what’s described on this page. The data structures are rather different. The mesh connectivity is separate from the generated map (elevation, rivers, biomes ...

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