Image 1 — Procedural fantasy world simulation in Rust with plate tectonics, climate modelling, and polity generation
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Image 18 — Procedural fantasy world simulation in Rust with plate tectonics, climate modelling, and polity generation

Procedural fantasy world simulation in Rust with plate tectonics, climate modelling, and polity generation

Hi!

I released an update to my free procedural world generator.

If you aren't familiar with it, it uses plate tectonics to create more realistic worlds than your typical perlin noise based generator.

We have most major important tectonic features, like oceanic ridges and trenches, volcanic island arcs, mountains on convergent boundaries, volcanic hotspots following the direction of plate movement and so on. Those are then used to inform the properties of bedrock, with things such as the felsic content of magma, heat and depth to control the formation of metamorphic rocks, etc, all coming together to give us detailed geological maps, that we then use in conjunction with a CPU based climate model (with winds and ocean currents ^-^) to determine rates of erosion for soil formation and hydrology. It also supports loading of png files for plates and crust to help guide the generation.

Recently I made some further improvements to the climate, and I think it's now among the best in its "size category" of CPU based models that can be run without waiting a long time for the results. See the attached Koppen map of Earth for a visualization of what it can do - I think it's not that far off much stronger models like ExoPlaSim.

I also started the work on adding societies, shared on some of the last slides. Their formation is informed by the local flora and fauna, available domesticated plants, as well as the local geography, with mountains and major rivers acting as boundaries.

Its written in Rust + Godot, if it sounds like it'd interest you, we have a growing community on Discord

u/Calandiel — 11 days ago
▲ 116 r/godot

My realistic fantasy world generator can now do entire solar systems (+ lakes and rain shadows)

Hi everyone!

Four months ago I shared my work on Gleba, a procedural generator for realistic planets with plate tectonics and climate modelling (it's a free tool for worldbuilding, built in Godot + Rust, that will eventually serve as a base for my first person open world roleplaying game).

Today, I released another update for it and I figured I'd share it with you.

If you're not familiar with the project, long story short, it aims to generate as realistic planets as possible (within the small compute budget we allow ourselves), with lots of hooks for artistic control. We run a plate tectonics simulation with plate collisions, generating bedrocks along the way, then run a climate model to create rainfall, which creates rivers and lakes, and erodes soil based on the hardness of the underlying bedrock.

In-between we also run glacial erosion (extra care for the last glacial maximum), which helps create glacial lakes and fjords. Lastly, a vegetation growth model runs to create a vegetation map and biomes. It's an improvement over my previous work on Songs of the Eons (which you may be familiar with from few years ago).

You can also provide user defined maps to get a high degree of artistic control.

Over the past four months, I added lake generation and rain shadows, which many people from the subreddit asked for last time. My climate model uses wind advection and ocean currents sampled monthly to calculate Koppen climate zones from distributions of rainfall and temperature, which are now also influenced by presence of large mountains with both rain shadows and orographic lift.

Besides that, I added a solar system accretion simulation (based on the Niece model), with support for gas giants, moons, and rocky planets (with and without atmospheres). Physical and orbital characteristics of all generated bodies are available and because of the physics involved there can be a lot of variety in results. In the future, I hope to use it to inform pantheon generation and procedural astrology systems.

I also improved the UX of the UI (taking feedback from the community ^-^). I'm really excited to share this update. After comparing it side by side with the previous one, it's such a huge visual upgrade that I get second (first?) hand embarrassment about how amateurish the UI looked before.

Anyway, I know there's a bunch of game devs from this community that declared using Gleba for their own projects so I hope my lil project can help you as well! If you have a world you want to generate climate for, or some worldbuilding ideas you want to explore without spending too much time on drawing all the maps, Gleba may just be what you need ^-^

(in case you run into any issue, we have a Discord server too!)

u/Calandiel — 2 months ago

My realistic fantasy world generator can now do entire solar systems (+ lakes and rain shadows)

Hi everyone!

Four months ago I shared my work on Gleba, a procedural generator for realistic planets with plate tectonics and climate modelling (it's a free tool for worldbuilding).

Today, I released another update for it and I figured I'd share it with you.

If you're not familiar with the project, long story short, it aims to generate as realistic planets as possible (within the small compute budget we allow ourselves), with lots of hooks for artistic control. We run a plate tectonics simulation with plate collisions, generating bedrocks along the way, then run a climate model to create rainfall, which creates rivers and lakes, and erodes soil based on the hardness of the underlying bedrock.

In-between we also run glacial erosion (extra care for the last glacial maximum), which helps create glacial lakes and fjords. Lastly, a vegetation growth model runs to create a vegetation map and biomes. It's an improvement over my previous work on Songs of the Eons (which you may be familiar with from few years ago).

You can also provide user defined maps to get a high degree of artistic control.

Over the past four months, I added lake generation and rain shadows, which many people from the subreddit asked for last time. My climate model uses wind advection and ocean currents sampled monthly to calculate Koppen climate zones from distributions of rainfall and temperature, which are now also influenced by presence of large mountains with both rain shadows and orographic lift.

Besides that, I added a solar system accretion simulation (based on the Niece model), with support for gas giants, moons, and rocky planets (with and without atmospheres). Physical and orbital characteristics of all generated bodies are available and because of the physics involved there can be a lot of variety in results. In the future, I hope to use it to inform pantheon generation and procedural astrology systems.

I also improved the UX of the UI (taking feedback from the community ^-^). I'm really excited to share this update. After comparing it side by side with the previous one, it's such a huge visual upgrade that I get second (first?) hand embarrassment about how amateurish the UI looked before.

Anyway, if you have a world you want to generate climate for, or some worldbuilding ideas you want to explore without spending too much time on drawing all the maps, I hope my lil project can help you with that!

(in case you run into any issue, we have a Discord server too!)

u/Calandiel — 2 months ago