Lands has been recently merged with WorldSynth. We are now working on merging the code, taking the best of the two projects.
We started a google group: if you have ideas, problems, suggestions or want to contribute please join us!
Last Lands version: 0.5.3, Last WorldSynth version: 0.12, First WorldEngine version will be 0.18
You can generate worlds data (heighmap, biome, etc.) and images for your own worlds.
For example:
# WorldEngine
worldengine world -s 1 -n seed1
# Lands 0.5.1 or next
lands world -s 1 -n seed1
# Lands 0.5.0 or previous
python lands/generator.py world -s 1 -n seed1
Worlds are generated using plate simulations, erosion, rain shadows, Holdridge life zones model and plenty of other phenomenons.
Once a world it can be used for simulation civs evolution (see project civs).
For a generated world is also possible to generate additional maps, for example ancient looking map:
# WorldEngine
worldengine ancient_map -w seed1.world
# Lands 0.5.1 or next
lands ancient_map -w seed1.world
# Lands 0.5.0 or previous
python lands/generator.py ancient_map -w seed1.world
An experimental (and limited!) GUI is available.
worldenginegui
Note: it requires to install QT (available here http://qt-project.org/)
# Currently not yet released on pypi, you may want to still use Lands or WorldSynth
# or alternatively download the source
pip install worldengine
git clone or download the code
# before using worldengine: if you plan to change the code
python setup.py develop
# before using worldengine: if you want just to install worldengine
# on unix-ish system you could have to prepend sudo
python setup.py install
If you want to install Worldengine on Windows you can read these instructions.
Executable file is also available under releases, but is currently out of date.
Note: you need also a copy of the worldengine src directory in the same folder as the exe.
The gui is based on QT, so you will need to install them
The program produces a binary format with all the data of the generated world and a set of images. For examples seed 1 produces.
worldengine [options] [world|plates|ancient_map]
Note that options were changed in version 0.5.3
Short | Long | Description |
---|---|---|
-o DIR | --output-dir=DIR | generate files in DIR default = '.' |
-n STR | --worldname=STR | set world name to STR |
-b | --protocol-buffer | save world using protocol buffer format (smaller file) |
-s N | --seed=N | use SEED to initialize the pseudo-random generation |
-t STR | --step=STR | use STEP to specify how far to proceed in the world generation process. Valid values are: plates precipitations full |
-x N | --width=N | WIDTH of the world to be generated |
-y N | --height=N | HEIGHT of the world to be generated |
-q N | --number-of-plates=N | number of plates |
--recursion-limit=N | you need that just if you encounter an error while generating very large maps | |
-v | --verbose | Enable verbose messages |
Short | Long | Description |
---|---|---|
-r FILE | --rivers=FILE | produce a map of reivers, after the option it expects the name of the file where to generate the map |
--gs=FILE | --grayscale-heightmap=FILE | produce a grayscale heightmap, after the option it expects the name of the file where to generate the heightmap |
--ocean_level=N | elevation cut off for sea level (default = 1.0) |
Short | Long | Description |
---|---|---|
-w FILE | --worldfile=FILE | WORLD_FILE to be loaded |
-g FILE | --generatedfile=FILE | name of the GENERATED_FILE |
-f N | --resize-factor=N | resize factor |
For example these commands:
worldengine world -s 4 -n an_example -p 2048 -q 25 -x 2048 -y 2048
Produce this output
Worldengine - world generator
-----------------------
seed : 4
name : seed3
width : 2048
height : 2048
plates resolution : 2048
number of plates : 25
operation : world generation
step : full
starting (it could take a few minutes) ...
...plates simulated
...elevation noise added
...elevation level calculated
...precipations calculated
...erosion calculated
...humidity calculated
...permeability level calculated
Biome obtained:
subtropical thorn woodland = 16353
tropical desert = 188
boreal rain forest = 69472
tropical thorn woodland = 19680
subpolar dry tundra = 6316
warm temperate wet forest = 17799
subpolar wet tundra = 24453
subpolar moist tundra = 15104
tropical wet forest = 18441
subpolar rain tundra = 79723
tropical rain forest = 5906
ice = 85254
tropical moist forest = 28871
subtropical rain forest = 14733
boreal moist forest = 24395
boreal wet forest = 35212
subtropical dry forest = 26259
subtropical desert scrub = 3256
subtropical moist forest = 25220
cool temperate desert scrub = 11162
cool temperate steppe = 25604
boreal dry scrub = 13403
tropical dry forest = 22415
tropical very dry forest = 27033
tropical desert scrub = 2473
warm temperate moist forest = 27704
warm temperate desert scrub = 4861
warm temperate rain forest = 10774
cool temperate moist forest = 42770
cool temperate wet forest = 52813
warm temperate dry forest = 29992
ocean = 3314282
cool temperate desert = 2950
subtropical desert = 287
warm temperate desert = 709
cool temperate rain forest = 46844
subtropical wet forest = 18280
boreal desert = 5445
warm temperate thorn scrub = 16175
polar desert = 1693
Producing ouput:
* world data saved in './an_example.world'
* ocean image generated in './an_example_ocean.png'
* precipitation image generated in './an_example_precipitation.png'
* temperature image generated in './an_example_temperature.png'
* biome image generated in './an_example_biome.png'
* elevation image generated in './an_example_elevation.png'
...done
This is the corresponding ancient map
worldengine ancient_map -w an_example.world
The world generation algorithm goes through different phases:
- plates simulation: it is the best way to get proper mountain chains. For this pyplatec is used
- noise techniques are used at different steps
- precipitations are calculated considering latitude and rain shadow effects
- erosion is calculated
- humidity in each zone is calculated
- terrain permeability is calculated
- biome is calculated using the Holdridge life zones model
Using virtualenv you can install the dependencies in this way
Python 2:
virtualenv venv
source venv/bin/activate
pip install -r requirements2.txt
Python 3:
pyvenv venv3
source venv3/bin/activate
pip3 install -r requirements3.txt
Please write to us! You can write at f dot tomassetti at gmail dot com Thank you, all the feedback is precious for us!
Libjpeg and libtiff are required by PIL
The merged project is maintained by Bret Curtis and Federico Tomassetti.
All contributions, questions, ideas are more than welcome! Feel free to open an issue or write in our google group.
I would like to thank you great people who helped me while working on Lands:
-
Evan Sampson contributed the amazing implementation of the Holdridge life zones model and improved a lot the ancient-looking-map, biome, precipitation and temperature generators. Thanks a million!
-
Ryan contributed the Windows binary version and discussed Lands on Reddit bringing a lot of users. Thanks a million!
-
stefan-feltmann made Lands depends on pillow instead that on PIL (which is deprecated). This could also help when moving to Python 3. Thanks a million!
-
Russell Brinkmann helped saving the generation parameters in the generated world (so that we can use it to generate the same world again, for example), improved the command line options and added tracing information (useful for understanding the performance of the various generation steps)
WorldEngine is available under the MIT License. You should find the LICENSE in the root of the project.