For those who can't afford Fractal Terrains, here's a site that may come in handy for GMs......
http://www.bin.sh/gaming/tools/world.cgi
There's other stuff on this site too, but the World Generator should prove the most useful.
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For those who can't afford Fractal Terrains, here's a site that may come in handy for GMs......
http://www.bin.sh/gaming/tools/world.cgi
There's other stuff on this site too, but the World Generator should prove the most useful.
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poster
Cool, Thanks
The digital art is well worth a look as well, some is really well done.
Sundowner
Sweet! If you make the images large enough (Map height: 1024), you can convert them into .tif files, import them into Freehand, trace them, add detail, and -boom!- Scalable vector graphic maps!
This site saves a lot of work! Thanks for the link.
Hey, Don! Something like this would a good premium for paying members!
Okay, so I have been playing with this for a while now. I am not understanding what some of the data sets are doing.
Percent water/ice, and map height/projection are easy enough. But what are random seed, iterations, and the rotation data sets doing for the outcome? :confused:
"Random" numbers, in computer science, really aren't random. What they are is the product of mathematical transformations that have this property: you are statistically very, very unlikely to guess the next number in the sequence. But every sequence starts with a number, and in random number generation, this is called the 'seed'.
The rest of your questions, someone else will have to answer.
I tried it about a half dozen times with different properties and it seems to produce a lot of single continent planets (I did use 40-60% water and 7-10% ice, with 5000 iterations).
Messing around with just iterations (and leaving everything else the same), it seems that "iterations" deals with the number of lines that are criss-crossing to form the variations in altitude. If you take it all the way down to 100, you'll notice the map looks like a cubists representation. As you increase the numbers, you'll find that the lines become more numerous, and, thus, more subtle. But that's just my observation; I have no idea how it factors into the equations. :)Quote:
Originally posted by redwood973
Percent water/ice, and map height/projection are easy enough. But what are random seed, iterations, and the rotation data sets doing for the outcome? :confused:
Rotation, it appears to me, just shifts the image along the planet's poles. It's more noticable, I think, when you look at the spherical projections.
Balok and Sea Tyger are pretty much spot on with their responses.Quote:
Originally Posted by redwood973
you might also be interested in my SF world generator, which adds some random statistical data to the output, and star system generator.
cheers!