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GENITOR MUNDUS

Based off a project I initially started to teach myself how to code half a decade ago, Genitor Mundus grew from a simple Map Generator for Dungeons & Dragons games to experimenting with Hexagonal grids, pathfinding algorithms and tectonic simulations.

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TECTONIC SIMULATION

The simulation creates multiple tectonic plates at varying elevations. They move in a random direction until they hit a wall, and bounce off.

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If two plates overlap by a set threshold, they fuse together, before again splitting into multiple plates, effecting the elevation of the individual tiles. When the simulation is finished, a fast erosion is applied to the coasts.

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Regretfully, the experiment was a bust, as the heavy reliance on randomisation leads to a lot of uninteresting maps. While I could expose more variables for the user to fine-tune and have greater control, the result would essentially be the same as using 2D noise to drive elevation - which is also a lot faster.

Luckily the underlying systems still function with a noise based solution, and I plan to implement procedural mesh generation to represent a final landscape to the user.

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CUSTOM EDITOR

In order to be able to drive the many variables behind map generation, I created a custom Editor, affecting variables and running different aspects of the program.

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The user can also manually paint the map with different colours and elevations, with varying brush sizes.

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PLANNING

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Future plans are to integrate a resource system, based on a tiles elevation, moisture, temperature and water retention levels.

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This could be the driving force behind a procedural city simulation, influencing factors such as government type, military scale and economic strength.

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