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drow
01-24-2013, 04:21 PM
not sure who'd use this, save the most desperate DMs whose players had recently destroyed yet another campaign world, but here it is... completely random. 4k x 2k px

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Will Brawner
01-24-2013, 07:47 PM
Nice. That's quite a lot of hexagons.
I love your dramatic name choices, like "Tower of the Shadow Emperor." Can't go wrong there.:)

drow
01-25-2013, 01:09 AM
19,110 hexes (210 x 91)

mearrin69
01-25-2013, 02:00 AM
This is very cool. I very much like the shape of the landforms. How was it generated? Something custom you've written? Or a program I can get my hands on and play with?
M

amberroberts09
01-25-2013, 04:40 AM
Nice work....!!!

drow
01-25-2013, 11:56 AM
This is very cool. I very much like the shape of the landforms. How was it generated? Something custom you've written? Or a program I can get my hands on and play with?

the background map was generated using the donjon world generator (http://donjon.bin.sh/world/), see the about (http://donjon.bin.sh/world/about/) link for more info. i've been working on additional code to overlay a traditional gaming hex map. geography and civilization elements are generally working, still working on a procedure for rivers. when its done, it'll probably be added to the donjon website.

Eilathen
01-25-2013, 12:53 PM
Nice! I love the shape.
Any chance you could post it without the hexes and the other stuff in the hexes?

I guess you're doing a sandbox campaign? Tell us about it!

drow
01-25-2013, 03:18 PM
Nice! I love the shape.
Any chance you could post it without the hexes and the other stuff in the hexes?

sorry, not any more. the image posted was a demo run of code, i didn't write down the random seed or anything.

woomia
01-26-2013, 07:28 PM
I like it...has a kind of pulp feel to it. "Lechy Forest" does it get better than that? ;)
Oh I could write a story set in that world.

drow
01-27-2013, 04:37 AM
nicer labels, and rivers. mostly happy with the river algorithm, although it still does crazy things every once in a while. like cutting through a mountain range. i guess that's what gorges are for.

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Eilathen
01-27-2013, 06:17 AM
Another interesting shape!
Do you have this one without the hexes and hex-fillings?

Oh and how do you get such shapes with the world generator? When i try, i always get super boring and/or highly unrealistic shapes and distributions. Any tips?

drow
01-27-2013, 03:38 PM
Another interesting shape!
Do you have this one without the hexes and hex-fillings?

in this case, i do...

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Oh and how do you get such shapes with the world generator? When i try, i always get super boring and/or highly unrealistic shapes and distributions. Any tips?

set the number of iterations as high as it'll allow, and try different random seeds.

drow
02-09-2013, 02:44 AM
using truetype for labels now, and with a much better algorithm for the drop-radiance. this is still living on my dev server at the moment, i'll push it live as soon as i've completely verified that the install of GD there supports it.

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Hai-Etlik
02-09-2013, 02:33 PM
A hex grid like that really doesn't make sense in that projection as linear scale is highly distorted, you probably want something like Gnomonic Icosahedral instead.

drow
02-09-2013, 10:39 PM
normally, i'd agree with you. :)

drow
02-13-2013, 03:47 AM
a different style... i think i need better glyphs for this one, and maybe a little coordinate wibbling so its not so obviously still on a hex grid.

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Eilathen
02-13-2013, 06:30 AM
I think this is a much better style than the overlay over the world-gen maps. I like it!
Something that bugs me a bit: This world needs more mountain-ranges.

As a sidenote: you could do a version with hex-grid on top of what you have here (just for the old-school feel ;) )

drow
02-13-2013, 10:23 AM
As a sidenote: you could do a version with hex-grid on top of what you have here (just for the old-school feel ;) )

of course. it looks like i'll need two antique styles, one with normal hex grid and glyphs, and one with hand-drawn glyphs.

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Leurnid
02-14-2013, 01:12 PM
I am a big fan of your fractal world generator. I have been wasting time for years using your iteration of the code, and before that, Olsson's.

The Fantasy World Generator is inspired, but using a rectangular projection with a hex grid produces scaling issues in polar latitudes.

Have you considered using the Traveller style world map method of an Icosahedral map with the hex grid imposed to eliminate polar scaling issues in the Fantasy Map Generator? I know the Icosahedral projection is available for the fractal world generator, so I imagine it's simply a matter of including the option.

Other notions I have had:
An option to toggle the hex grid
An option to toggle terrain icons
An option to in/exclude rivers
A gradient value for civilization icons, where the value is the number of cities to include

Also, on a side note, do you have any tips for producing maps with the generator that have more distinct mountain ranges, as opposed to mountain 'blobs'?

drow
02-14-2013, 04:19 PM
Have you considered using the Traveller style world map method of an Icosahedral map with the hex grid imposed to eliminate polar scaling issues in the Fantasy Map Generator? I know the Icosahedral projection is available for the fractal world generator, so I imagine it's simply a matter of including the option.

i've honestly been a little hesitant, because of the association of icosahedral maps with traveller and scifi games. still, you're not the first person to raise the point, and its on my development list. :)

its not entirely trivial, which is to say; the fractal world generator can generate an icosahedral projection easily enough, but the routines for placing rivers, forests, etc. run afterward and aren't capable of working on an interrupted map. so i've been working on getting everything working on a square projection first, before working out transforming the final map. maybe by next week.


Other notions I have had:
An option to toggle the hex grid
An option to toggle terrain icons
An option to in/exclude rivers
A gradient value for civilization icons, where the value is the number of cities to include

all good thoughts.


Also, on a side note, do you have any tips for producing maps with the generator that have more distinct mountain ranges, as opposed to mountain 'blobs'?

not really, it's a feature of the faulting algorithm. i've tinkered with some ideas, but haven't come upon anything consistently useful yet.

Leurnid
02-14-2013, 09:48 PM
Oh, something I forgot to mention in my last post... a little 'lock' button next to the Ice and Water variables on all applicable generators would be a nice add too. So that if you want a world with 72% water and 10% ice, you don't need to keep manually resetting those fields as you roll the dice.

drow
02-15-2013, 02:54 AM
Oh, something I forgot to mention in my last post... a little 'lock' button next to the Ice and Water variables on all applicable generators would be a nice add too. So that if you want a world with 72% water and 10% ice, you don't need to keep manually resetting those fields as you roll the dice.

there's a secret trick... click on the label text "Random Seed:" to re-roll just the seed value.

Leurnid
02-16-2013, 06:47 PM
there's a secret trick... click on the label text "Random Seed:" to re-roll just the seed value.
I had figured out that I could adjust map rotation by clicking on the sample render, but I didn't think to try clicking on anything else.

Leurnid
02-16-2013, 07:57 PM
I am using the regular fractal generator mostly, to produce Earth-like world maps for a reboot of a fantasy setting I have been working on for years.

One of my goals is to maintain relatively earth-like land masses and distributions that allow for conventional and realistic weather patterns and biomes.

An unfortunate problem with large land masses is that on mega-continents, at least in theory, most of the inland regions would be arid deserts or tundra. Large hemispheric oceans are also problematic, as the air moving across large regions of water pick up moisture and energy, and when they do make land-fall, produce severe hurricanes and monsoon conditions of unearthly proportion.

Conversely, because of issues with projection methods and the generators tendency to produce mega-continents, many features such as islands and peninsulas seem minor, when in fact, they are actually as big or bigger than Europe, or even Australia. Also, lakes and inlets that appear fairly minor on the generator are actually comparable to the Great Lakes, Mediterranean, or Caribbean.

To overcome those issues in the original Fractal World Generator, I use the icosahedral map projection. It produces the least significant scaling issues of the available projection methods. I also have a map of Earth using icosahedral projection that I keep in a browser tab so I can toggle over to compare relative land mass scaling and latitudes. The latitudes are handy to have as a frame of reference so I can estimate the general weather to expect along a given stretch of coast.
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Another interesting thing that has occurred to me is that in the case of large polar bodies of water, a polar ice cap probably wouldn't reach deep enough to anchor, which means planetary rotation, ocean currents, and prevailing winds would probably cause the ice cap to rotate and shift, maybe erratically.

*edit: Just found an alternate projection earth map that I prefer for comparison purposes:
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This came from the Wilbur website. I suspect that while the map isn't as rigorously projected (gnomonic, or whatever projection method was used), the % coverage of water seems to be more consistent with the Fractal World Generator's (when set to 71%, the actual surface area of Earth covered with water).

Leurnid
02-17-2013, 08:17 AM
I was really dissatisfied with the hex-grid overlays for icosahedral maps I was finding, so I made one of my own. I created it in AutoCAD to maximize precision, but the graphic exports in AutoCAD are mediocre imo, so I loaded that file into Inkscape, segregated layers and adjusted line weights, and saved it out as an SVG. From there, I turned on and off layers as needed and exported bmps (which are actually PNG files with transparency), and thus created my overlays.

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I am (attempting) to attach the SVG so if anybody is interested, they can make their own adjustments to line-weight and control the size of their export file. If that doesn't work, I will include the PNG files instead.
Looks like the SVG loaded fine. You can view SVG's in Firefox, and presumably other browsers as well. Most of the layers are on by default, turn off the hex grids you don't need and export as a bmp (PNG) in Inkscape.

Draven
02-26-2013, 02:35 PM
I just wanted to say that drow rocks, the entirety of Donjon and specifically this fantasy map generator are absolutely brilliant, and that I have two suggestions:

- Is there any way you can make the seeds of the fractal/sci-fi world generators match the fantasy one's? I say this because when I use the star system generator the seed of a terrestrial world that I click on comes up in the address bar, and when I paste it into the fractal generator it gives me the exact same world (presumably because it uses that same generator when I click on the planet), allowing me to use the rotating planet animation and/or a larger map (or a vision of what the planet would look like barren, chthonian, etc, pretty cool!). It would be brilliant if those seeds were also compatible with the fantasy generator, leading to the same geographical results, but with the added details.
I can see many reasons why this could be impossible, but I hope it doesn't hurt to ask.

- Before you made some changes to the Fantasy Map Generator (as far as I could tell, before the font changed), one could split the map in two anywhere and paste one half on the other side, making so that the partial hexes would connect fine, forming a full hex the same size as the others. Now, however, this doesn't happen, as I end up with a way thinner hex column at the cut section due to the fact that the extremes of the generated map, if stitched together, no longer form a full hex. I would like to know if it is fixable. Either that, or you might just include a rotate function like with the other world generators. I have provided examples of what I mean as attachments.

P.S: The new font is a bit big, albeit cool, and I was wondering if one could alternate between the old and the new ones.

drow
04-19-2013, 11:22 PM
sorry for the delay in responding, day job's been busy again lately.


Is there any way you can make the seeds of the fractal/sci-fi world generators match the fantasy one's?

they should, given the same seed and other parameters, including map size. the fantasy world generator uses height = 2000 px, 25000 iterations.


Now, however, this doesn't happen, as I end up with a way thinner hex column at the cut section due to the fact that the extremes of the generated map, if stitched together, no longer form a full hex. I would like to know if it is fixable.

that's not quite right... i'll take a look at it, my math is probably off by +0.5 somewhere.

drow
04-20-2013, 12:09 AM
that's not quite right... i'll take a look at it, my math is probably off by +0.5 somewhere.

should be fixed now.

Draven
04-21-2013, 11:11 PM
Ah, the height and iterations were the things I was missing.

And yes, it is fixed! Bloody brilliant work.

Is the font thing a no-no, then?

Either way, thank you very much, and do keep at it. :)

drow
04-22-2013, 05:04 PM
Is the font thing a no-no, then?

the font selection is, at the moment, coded into the map style. it can be broken out as a separate selection, i just haven't had time to look at it yet. also, afraid that if i do, someone may ask for Comic Sans to be added. :)

drow
05-01-2013, 04:04 AM
P.S: The new font is a bit big, albeit cool, and I was wondering if one could alternate between the old and the new ones.

i've moved font selection into its own drop-down. several options at the moment, i'll have to go through my collection and see what i can use when i have more time.

theodinspire
05-27-2013, 12:05 PM
Hey Drow, I've been trying to use the fantasy map generator at donjon.bin.sh but I keep getting this error when it's generating:

Illegal division by zero at /home/drow/Sites/donjon/lib/world/image.pl line 94, line 20.
Do you know of a work around?

Draven
06-14-2013, 08:29 PM
theodinspire: I never had that issue there...

Thanks for the font selection, drow! Although I think you didn't include the original one. :P

Also, remember my question about matching the sci-fi world generator's seed to the fantasy world generator's? I now ask the same thing about the system generator.

I create a world in the fantasy map generator, then use its seed in the sci-fi world generator; as per your saying, 25000 iterations in the latter make them match perfectly, but is a match also possible when a world is created in a random system?

I tried taking the seed from the world's page address ("donjon.bin.sh/scifi/world/?palette=Atlas&cmd=Create&name=Teme&pct_water=12&pct_ice=23&seed=134345551&motif=SciFi") in a random system with a terrestrial planet and use it in the other two generators, but it didn't produce the same result. I also tried adding "iterations=25000", but either it's not the right command, or it has no effect.

Great work as always, by the way. :)

Draven
01-18-2014, 12:39 AM
Nevermiiiiiiind!

Found it. The correct syntax is iter=25000.

Kudos, drow. :)

One thing, though, since the distortion of the projection makes the use of hexagons problematic, why not provide an icosahedral option? A Travelleresque map style would fit the use of hexagons perfectly. If possible, with adjustable hex size, but it's not vital.

drow
03-05-2014, 05:56 PM
that's something i'd like to do, but haven't had time to take a proper whack at it yet.

andraques
03-19-2014, 02:22 PM
Hi drow,

I tried your Fantasy World Generator about 2 weeks ago and I really liked the results. But then I tried showing it to a friend of mine and we get an error every time now. It's been like that for 2 weeks and I've been trying to find a way to contact you ever since. That is how I came upon this site.

The error we get is this:
Can't locate world/toolkit.pl in @INC (@INC contains: /home/drow/Sites/donjon/lib/common /home/drow/Sites/donjon/lib /home/drow/lib/perl /usr/local/lib/perl5/5.10.0/darwin-thread-multi-2level /usr/local/lib/perl5/5.10.0 /usr/local/lib/perl5 /Library/Perl/Updates/5.10.0/darwin-thread-multi-2level /Library/Perl/Updates/5.10.0 /System/Library/Perl/5.10.0/darwin-thread-multi-2level /System/Library/Perl/5.10.0 /Library/Perl/5.10.0/darwin-thread-multi-2level /Library/Perl/5.10.0 /Network/Library/Perl/5.10.0/darwin-thread-multi-2level /Network/Library/Perl/5.10.0 /Network/Library/Perl /System/Library/Perl/Extras/5.10.0/darwin-thread-multi-2level /System/Library/Perl/Extras/5.10.0 .) at index.cgi line 12.

I don't think it is browser related since it does the same on Firefox and Explorer (didn't try Chrome though...)

Anyways, just wanted to let you know, in case you didn't already.

Azelor
03-19-2014, 02:31 PM
Looks like a missing file maybe.

I just tried it and it's working fine.

andraques
03-19-2014, 03:38 PM
Looks like a missing file maybe.

I just tried it and it's working fine.

Weird because for me it still gives me the same error...

MarylandDungeonMaster
03-21-2014, 03:44 PM
that's something i'd like to do, but haven't had time to take a proper whack at it yet.

I am also having difficulty accessing your Fantasy World Generator :(( (which, btw, is one of the most awesome RPG tool achievements I have ever come across). I receive the same error as reported above = "Can't locate world/toolkit.pl in @INC (@INC contains: /home/drow/Sites/donjon/lib/common /home/drow/Sites/donjon/lib /home/drow/lib/perl /usr/local/lib/perl5/5.10.0/darwin-thread-multi-2level /usr/local/lib/perl5/5.10.0 /usr/local/lib/perl5 /Library/Perl/Updates/5.10.0/darwin-thread-multi-2level /Library/Perl/Updates/5.10.0 /System/Library/Perl/5.10.0/darwin-thread-multi-2level /System/Library/Perl/5.10.0 /Library/Perl/5.10.0/darwin-thread-multi-2level /Library/Perl/5.10.0 /Network/Library/Perl/5.10.0/darwin-thread-multi-2level /Network/Library/Perl/5.10.0 /Network/Library/Perl /System/Library/Perl/Extras/5.10.0/darwin-thread-multi-2level /System/Library/Perl/Extras/5.10.0 .) at index.cgi line 12." :?:

Please fix this at your earliest convenience, as I love using it as a staple in my D&D sessions.

Thank you, and keep up the good work! 8)

Draven
07-02-2014, 01:49 PM
Although the Fantasy World Generator generates a picture of a requested map, when I right click to save the picture or to copy its link, it invariably leads me to http://worldgen.bin.sh/cache/.png , which is never the picture of the map I generated.

Thought I should mention this problem.