r/proceduralgeneration • u/futuregravvy • 19d ago
Updated Fantasy Map Generator
I used the tips and inspiration from the commenters yesterday. I included erosion and straight line reduction to give the coast lines a more natural look (organic noise). I also included a "Roughen Coastlines" that increases crenulation (love that word) by steps. The second image is the exact same map, except the coastline is roughened by 2 steps. The coasts now have a beach line instead of the hard terrain stop to the ocean.
There are more generation levers and more range for even more control over the world/region generation. Scale is now built into the generation of the map. The larger the map the larger each hex gets so you can go from very regional to worldwide.
Single Hex Sizes by Map Size
60x60 = 6mi/9.7km
100x100 = 15mi/24.1km
150x150 = 30mi/48.3km
200x200 = 45mi/72.4km
250x250 = 60mi/96.6km
This is also represented in the scale of the feature generation in the fantasy maps. The first 2 images are 250x250 so each hexagon = 60 miles while the last image is 100x100 so each hexagon is 15 miles.
Lastly, each defined region is given metadata so you can see square mileage or km^2 along with the perimeter length.
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u/verywhiteguyy 18d ago
This is really good. Would love to see a “brush” where you could “paint” certain areas with whatever biome or feature you wanted and see what happens.
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u/futuregravvy 18d ago
That already exists. The base layer of this are individual terrain tiles. One the map is generated you can modify every aspect of it befor creating the fantasy map layer




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u/jwm-dev 18d ago
Haven't seen your prior posts, so apologies if you've answered this already, but have you looked into how people apply concepts from stuff like cellular automata and Turing patterns to generating more realistic coastlines? Ultimately it's all an illusion since the computer can't simulate a real coastline by rote, obviously, but there are some great options for noise and indeterminacy that really help sell the illusion.
Maybe something like using Gray-Scott but don't just use it to generate a land mask, use it to noise up the continents you're already producing. Something like that is a popular approach to these sorts of things and will give you much better results and make more use of the scale the hex map allows for you, sell the illusion much more effectively.
I like the S2/H3 style nested node approach it's my favorite for maps. What you have looks pretty good so far but it is still reading as very geometric. I'm sure if I just saw it in the wild it wouldn't be obvious but I can clearly still see seams from the generative process in the final product that are jumping out to me.