Map Generator

Map Generator

You posted your video here:

This is very very cool. Is this a UI on top of faf mapgen?
 
You posted your video here:

This is very very cool. Is this a UI on top of faf mapgen?

It is a standalone C++ using OpenGL

I plan on porting it to my Unreal Engine Editor Plugin for Sanctuary Map Editor if I keep working on it, which I do plan/hope to do, it takes advantage of stuff I have been wanting to do in UE with custom stuff fro terrain generation and calculations etc.

I was thinking I could even add to this an array of heightmap decals, and apply symmetry and procedural placement and rotation - imagine a prcedural noise producing white veins, but then you place large heightmap decals on those white veins, and now you have a mountain range, or valley, canyon ect. look
 
For the procedural stuff (I have noticed on FAF the generated maps are pretty popular I think?

This would allow players to create custom presets of settings, and then change the seed and get "infinite" variations to try of "that" map
 
It is a standalone C++ using OpenGL

I plan on porting it to my Unreal Engine Editor Plugin for Sanctuary Map Editor if I keep working on it, which I do plan/hope to do, it takes advantage of stuff I have been wanting to do in UE with custom stuff fro terrain generation and calculations etc.

I was thinking I could even add to this an array of heightmap decals, and apply symmetry and procedural placement and rotation - imagine a prcedural noise producing white veins, but then you place large heightmap decals on those white veins, and now you have a mountain range, or valley, canyon ect. look
I guess I didnt really answer the question:
It is not really based on the FafMap gen. It was mostly from scratch, taking from online paper research and ways of generating noise and manipulating values. I think there was a small part of it that helped, another thing was a paper someone did on making minecraft procedural terrain, but used AI to get realistic results, I skipped the AI part and took note of some calculations I could implement
 
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