I like to use this map generator if I’m planning a full world or need ideas! You can change the settings on it for percentage of land to water, to include geography, rivers and bodies of water, and even landmarks like castles and cities.

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I like to use this map generator if I’m planning a full world or need ideas! You can change the settings on it for percentage of land to water, to include geography, rivers and bodies of water, and even landmarks like castles and cities.
ouu i made a wee little generator for world-seeding prompts (inspired by avery alder's style of world-building in the belonging outside belonging system), open for use!!
WORLDBUILDING & stuff
Here’s a bunch of resources and links if you’re wanting to read about Earth, how it works, or want to make your own world based off of some of Earth’s rules//quirks.
Map to Globe: awesome for putting your maps onto a rotating world, in which you can calculate distances, make the rotation of your planet into a gif, create a height-map, figure out what your ocean floors look like etc. (as seen above)
Wikipedia article abt Earth’s Radius.
Ocean Temperatures During the Cretaceous at the Poles: Useful article if you’re wondering how warm your oceans would be if your world was very very tropical and hot. (it also mentions cooling and warming intervals of the Earth during this period)
Why Mars Has Blue Sunsets! (a fun youtube clip explaining light scattering) and the plausible scientific reason behind the phrase “once in a blue moon”
World Generator: Voronoi Diagram
As described in here, I will use polygons to generate my world. The first step is to generate said polygons.
The Voronoi Diagram is a method to divide an area in polygons in way that the edges of the polygons don’t intercept each other. I used the boost library to do this giving a number of random points. The result is:
Unfortunately, the points created using rand() are not as homogeneous as I would like. So, I used the Lloyd’s relaxation algorithm to solve that problem. The Lloyd’s relaxation consists of substituting each polygon with the correspondent centroid. That is the result after 3 passes:
New Project: World Generator
So, I recently started to look into something new. I really like Grand Strategies Games like Crusader Kings II, Europa Universalis IV and Hearths of Iron IV. Something that was “recently” added to Europa is the Random New World.
This feature creates an entire random “continent” so it can be colonized. But unfortunately, a lot of people criticize that the result is far from realistic. That sparked my curiosity to start studying algorithms that generate “random” worlds.
Therefor, I will be updating here my results in this interesting field. I plan to start by improving the method explained in this article: http://www-cs-students.stanford.edu/~amitp/game-programming/polygon-map-generation/
Generate a random world you might have tumbled into as a child. Would you stay, or do everything you could to escape?
This book has tons of opportunities for -sonas and world generators. So I made one! I’m open to suggestions for anything I could add!
How to Interpret Your World’s Alignment:
Wicked/Virtue and Logic/Nonsense are explained in this article by the book’s publishers. However, instead of using “X 1, 2, 3″, I used “minor, mid, high X”.
However, there are little to no explanations for the minor directions such as Whimsy/Wild, Vitus/Mortis, Linearity, and Rhyme. Therefore, I made up fan interpretations.
http://www-cs-students.stanford.edu/~amitp/game-programming/polygon-map-generation/demo.html
just putting this here for personal reference and for anyone else.