[HN Gopher] Fantasy Map Generator (2018)
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       Fantasy Map Generator (2018)
        
       Author : cjlm
       Score  : 193 points
       Date   : 2021-11-12 21:56 UTC (1 days ago)
        
 (HTM) web link (azgaar.github.io)
 (TXT) w3m dump (azgaar.github.io)
        
       | xbar wrote:
       | Always charming.
       | 
       | I have a World of Greyhawk enlarged and mounted on my wall.
        
       | jokoon wrote:
       | There are plenty of similar generators, it's not very difficult
       | work.
       | 
       | What I'm more interested is making this a 3D world with
       | procedural geometry, make cities, make it run as a multiplayer
       | game... Not to mention you cannot store all that geometry, it's
       | too large, you can only generate the place you're exploring on
       | the fly and save it to a cache and then render it.
       | 
       | Then you would have to explain all your artists and game
       | designers how to make all of this work. It's a lot of
       | constraints. The multiplayer side won't be interesting unless the
       | world is persistent, so you have to split the world into several
       | servers to not overload servers, because players need to cross
       | the path of other players for the game to feel alive.
       | 
       | AND THEN, you would have to adapt netcode strategies in very
       | densely played areas like cities where you have a lot of players
       | next to each other.
       | 
       | In the end, such game would be very popular, but I don't think
       | you would need a map generator like this, the map would still be
       | done by a human because it would yield better results. What
       | matters is the high resolution procedural geometry, at a low
       | scale: trees, terrain, buildings, etc.
       | 
       | So yes, that's essentially the story of developing world of
       | warcraft, except world of warcraft has several world instances
       | and phases, because their world is not very large when you look
       | how many players they have, they can't have a single world, even
       | when they use phases, which is not a cool feature.
        
         | y4mi wrote:
         | > _The multiplayer side won 't be interesting unless the world
         | is persistent, so you have to split the world into several
         | servers to not overload servers, because players need to cross
         | the path of other players for the game to feel alive._
         | 
         | Honestly, you only need some shared towns to be persistent.
         | Everything else being ephemeral could be made a feature through
         | lore (i.e. reality destroying mists which eats the world
         | whenever nobody is watching, player characters try to fight
         | against the neverending destruction by venturing out into the
         | world, temporarily reclaiming parts for harvesting etc.)
         | 
         | The biggest issue would be to actually generate towns, npc
         | story etc on the fly. I think you're really underestimating the
         | size of that challenge. Generating assets like that is
         | generally the most expensive part of game development with
         | multiple people working on each one. If you automate that away,
         | you'll be able to make a ton of money just by providing modules
         | for unreal engine and unity.
        
         | rickosborne wrote:
         | If you haven't already seen it, you may be interested in
         | Introversion Software's retrospective on their unreleased
         | "Subversion" game:
         | 
         | https://youtu.be/1giu6sMnAxY
         | 
         | (That whole series of videos is interesting for anyone who has
         | an interest in procedural generation and simulation.)
        
           | jokoon wrote:
           | It was abandonned
        
       | joe__f wrote:
       | When I tired the 'project on globe' feature, it put a tiny
       | rectangle of the map about the size of the UK on a big black
       | globe. Presumably not intended behaviour.
       | 
       | Otherwise very cool
        
       | dspillett wrote:
       | A slightly older one that produces very nice looking results for
       | certain aesthetics is https://mewo2.com/notes/terrain/
       | 
       | As well as also being open source, the page gives interactive
       | demonstrations of each step that the process takes which is
       | interesting.
       | 
       | (edit: clicking round a bit more, Azgaar's project lists the one
       | at mewo2 as on if its inspirations/influences)
        
       | sklargh wrote:
       | This is important infrastructure for a lot of the table top RPG
       | community (virtual and physical). Make sure to contribute to it
       | while it's getting the HN hug of death.
        
       | dang wrote:
       | Past related threads:
       | 
       |  _Azgaar's Fantasy Map Generator (2018)_ -
       | https://news.ycombinator.com/item?id=21099344 - Sept 2019 (36
       | comments)
       | 
       |  _Azgaar 's Fantasy Map Generator_ -
       | https://news.ycombinator.com/item?id=17933765 - Sept 2018 (1
       | comment)
        
       | Nerada wrote:
       | Surprised nobody has mentioned donjon, well worth checking out if
       | you haven't seen it before.
       | 
       | https://donjon.bin.sh/fantasy/world/
        
       | spacedcowboy wrote:
       | Something I've been playing with recently is Pixelforest's
       | flowscape - allows you to make a 3D fantasy map pretty easily in
       | 3D, as opposed to most of them which are focussed on 2D.
       | 
       | There's a page at https://pixelforest.itch.io/flowscape which
       | sort of shows it off - basically it's a Unity engine "game" which
       | lets you make landscapes.
        
         | noduerme wrote:
         | That's gorgeous!! I haven't played with scenery software for so
         | long... but this reminded me of becoming obsessed with
         | VistaPro[1] in the early 90s, even buying a FPU coprocessor to
         | speed up rendering fly-throughs of landscapes. I just thought
         | it was the coolest thing ever. This would have been a dream toy
         | for me back then.
         | 
         | [1] https://en.m.wikipedia.org/wiki/VistaPro
        
           | mjgoeke wrote:
           | Oh gosh, me too. I recall calling a number in the back of a
           | magazine to buy VistaPro 3. I was a dirt-poor kid at the
           | time. I asked for the upgrade, and was worried because I
           | didn't own v2, just the first version. They laughed and said
           | it would work fine.
           | 
           | It came and was the full install, they were just giving a
           | discount if you owned the previous version. It came with two
           | additional CDs filled with DEMs. One with DEMs in the US, the
           | other across the world.
           | 
           | Fun times, getting lost in the madness of creating.
        
             | iancmceachern wrote:
             | Reminds me of Bryce too...
             | 
             | https://en.m.wikipedia.org/wiki/Bryce_(software)
        
               | Datagenerator wrote:
               | And the pure assembly demo's showing realtime Mars like
               | landscapes, my brother was always looking for precomputed
               | tables to avoid the expensive div and mul, fun times.
               | Software was optimized in size and execution speed in the
               | early days. Also remember the first voxel based flight
               | simulation like Novalogic's Comanche.
        
               | _Microft wrote:
               | Back then, I spent a lot of time generating amazing
               | landscapes with the free version of Terragen. One of
               | these image served as my desktop background for several
               | years.
               | 
               | https://en.wikipedia.org/wiki/Terragen
        
       | [deleted]
        
       | drusepth wrote:
       | Related: a list of similar map generators at
       | https://www.fiction.tools/#worldbuilding-map-generators
        
         | leprechaun1066 wrote:
         | Also check out https://heredragonsabound.blogspot.com/
        
           | xipho wrote:
           | Seconded. Highly recommended. Just beautiful stuff. Just
           | started a series that includes code and approach, which makes
           | it even more interesting IMO.
        
           | _Microft wrote:
           | This blog is an absolute gem. I especially liked the series
           | of entries about forests, mountains and map borders a lot.
           | 
           | If you occasionally check it and worry that there are no new
           | entries, then be reassured that this happens from time to
           | time. The author considers this his "Forever Project". For
           | that reason, he's not forcing things so that he does not lose
           | interest in it.
           | 
           | https://heredragonsabound.blogspot.com/2020/02/the-
           | forever-p...
        
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       (page generated 2021-11-13 23:03 UTC)