Welcome to our cutting-edge project on Procedural World Generation! In this demonstration, we'll explore how to create vast, unique, and immersive worlds using advanced algorithms and Python programming.
Our Procedural World Generation system uses a combination of noise algorithms, cellular automata, and advanced terrain generation techniques to create diverse and realistic landscapes. The system can generate:
import numpy as np
from noise import snoise2
def generate_terrain(width, height, scale=100.0, octaves=6, persistence=0.5, lacunarity=2.0):
world = np.zeros((width, height))
for i in range(width):
for j in range(height):
world[i][j] = snoise2(i/scale,
j/scale,
octaves=octaves,
persistence=persistence,
lacunarity=lacunarity)
return world
def assign_biomes(world, moisture):
biome_world = np.zeros_like(world, dtype=object)
for i in range(world.shape[0]):
for j in range(world.shape[1]):
if world[i][j] < -0.2:
biome_world[i][j] = 'OCEAN'
elif world[i][j] < 0:
biome_world[i][j] = 'BEACH'
elif world[i][j] < 0.3:
if moisture[i][j] < 0.3:
biome_world[i][j] = 'DESERT'
elif moisture[i][j] < 0.6:
biome_world[i][j] = 'PLAINS'
else:
biome_world[i][j] = 'FOREST'
elif world[i][j] < 0.7:
if moisture[i][j] < 0.4:
biome_world[i][j] = 'HILLS'
else:
biome_world[i][j] = 'FOREST'
else:
if moisture[i][j] < 0.3:
biome_world[i][j] = 'MOUNTAINS'
else:
biome_world[i][j] = 'SNOWY_MOUNTAINS'
return biome_world
def generate_rivers(world, num_rivers=5):
rivers = []
for _ in range(num_rivers):
x, y = np.random.randint(0, world.shape[0]), np.random.randint(0, world.shape[1])
river = [(x, y)]
while world[x][y] > -0.2: # Until we reach the ocean
neighbors = [(x-1, y), (x+1, y), (x, y-1), (x, y+1)]
valid_neighbors = [(nx, ny) for nx, ny in neighbors
if 0 <= nx < world.shape[0] and 0 <= ny < world.shape[1]]
x, y = min(valid_neighbors, key=lambda coord: world[coord[0]][coord[1]])
river.append((x, y))
rivers.append(river)
return rivers
def place_vegetation(biome_world, density=0.1):
vegetation = np.zeros_like(biome_world, dtype=object)
for i in range(biome_world.shape[0]):
for j in range(biome_world.shape[1]):
if biome_world[i][j] == 'FOREST' and np.random.random() < density:
vegetation[i][j] = 'TREE'
elif biome_world[i][j] == 'PLAINS' and np.random.random() < density/2:
vegetation[i][j] = 'GRASS'
return vegetation
class WorldGenerator:
def __init__(self, width, height):
self.width = width
self.height = height
def generate_world(self):
# Generate base terrain
self.terrain = generate_terrain(self.width, self.height)
# Generate moisture map
self.moisture = generate_terrain(self.width, self.height, scale=150.0)
# Assign biomes
self.biomes = assign_biomes(self.terrain, self.moisture)
# Generate rivers
self.rivers = generate_rivers(self.terrain)
# Place vegetation
self.vegetation = place_vegetation(self.biomes)
def get_world_data(self):
return {
'terrain': self.terrain,
'biomes': self.biomes,
'rivers': self.rivers,
'vegetation': self.vegetation
}
Experience our procedural world generation system in action! Generate a unique world and explore its features.
We're constantly working to improve our Procedural World Generation system. Some planned enhancements include: