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Thread: World Generator

  1. #1
    Join Date
    Sep 2001
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    Tyne & Wear, England
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    World Generator

    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.
    Old Age And Treachery Will Triumph Over Youth And Skill

  2. #2
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  3. #3
    Join Date
    Jan 2004
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    A Small Blue World at the end of one of the Spiral Arms of the Milky Way Galaxy.
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    Cool, Thanks

    The digital art is well worth a look as well, some is really well done.

    Sundowner
    Sundowner

    "Sure, it will probably explode. But at least I won't be in it, on it, or near it."

  4. #4
    Join Date
    Mar 2003
    Location
    Wichita, Kansas, USA
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    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!
    "The American Eagle needs both a right wing and a left wing in order to fly."
    -paraphrase of Bill Moyers

  5. #5
    Join Date
    Apr 2001
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    Fort Dodge, IA, USA
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    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?
    Steven "redwood973" Wood

    "Man does not fail. He gives up trying."

  6. #6
    Join Date
    Aug 2001
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    Baltimore, MD
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    "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).

  7. #7
    Join Date
    Feb 2002
    Location
    Salinas, Calif., USA (a Chiefs fan in an unholy land)
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    3,379
    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?
    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.

    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.
    Davy Jones

    "Frightened? My dear, you are looking at a man who has laughed in the face of death, sneered at doom, and chuckled at catastrophe! I was petrified."
    -- The Wizard of Oz

  8. #8
    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?
    Balok and Sea Tyger are pretty much spot on with their responses.

    you might also be interested in my SF world generator, which adds some random statistical data to the output, and star system generator.

    cheers!

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