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Well done, thanks!

BTW, this is a quick way to generate an higher resolution map on the site. Open the developer tools, remove the width from .note (it's the container of the column), inspect the map at the bottom and set the height and width of the canvas to suit your needs. Then click on the Generate button.

Maybe the page could be changed to extract that canvas from the column layout and make it fit the viewport.

He gives you his source on github. I think that's enough right there.

EDIT -

Oooo and it's MIT...

This is really cool. I'm going to bookmark this and look in to it more in-depth. I've always wondered about how to generate maps for a game. Good job.
reddit.com/r/worldbuilding is an excellent community for such things as well
Has that improved lately? I stopped reading it ages ago, when it was turning into /r/PhotosOfSplotchyWallpaper - lots and lots of low-effort pareidolia with no filtering (downvotes disabled IIRC).

And don't get me started on the rivers...

This belongs to the class of teleological algorithms and is very cool! I appreciate the links to some of the source material the author learned from... and the interactive elements on the page are great. I'd like to do the same for my blog.

Nice work!

If the novels were as bad as he says they were, maybe he can crank out some random(ly bad) prose to go with it, and get Amazon-rich.

(And/or, this might make an interesting companion project.)

I like it. If we assume that schlock fiction is objectively worse in some measurable way, then that suggests it should be easier to generate than works of high literature. I bet with some concerted effort, it would be possible to build an algorithm which digests a bunch of generic fantasy books and produces a tale of an unlikely group of heroes questing for the $object to turn the tide of $conflict.
You can't sell hair metal fantasy any more unless you happen to be named "George R. R. Martin".
What's the best long-form text generator that can produce something beyond your average CompSci Markov chain results?

You might not need to pass the Turing test, but even getting the "Eye of Argon" out of something random would be pretty impressive.

This is very neat, I hope I will have time to dig into this at some later date. Great job!
I have nothing super valuable to add except to say: this is totally awesome. Good for you for exploring this and sharing it with the world. I just emailed it to 3 non-techy friends who will totally love it.

Keep making, keep sharing!

This is truly fantastic, both the project and the interaction. If you want to continue with it, it seems there's so much more you could do, too: roads, forests, altering namelists for different regions...
Very cool! This reminds me of Amit P's polygonal map generation project, which you should look at if you're interested in this kind of stuff. http://www-cs-students.stanford.edu/~amitp/game-programming/...
Wanted to post this too. That guy is brilliant, and so is OP. I love this stuff.
The OP actually cites that project as the method they use for initial polygon generation, and tells everyone to go read it.
If you want to lose a few weeks hacking away at something kind of fun, then turn around and try to implement the Fortune's Algorithm[1] Voronoi region/Delauney Triangulation method that underlies Amit's map generator.

Somewhere I have a WinForms app I built a while back that animates the process and draws everything out step by step.

[1] https://en.wikipedia.org/wiki/Fortune%27s_algorithm

This is actually what I did in my first internship -- generating Delaunay triangulations (or more often, tetrahedralizations) of points, and then adjusting the underlying sets of points to help ensure that the corresponding Voronoi cells have good properties (generally reasonable surface area to volume ratios).

We didn't use Fortune's for historical reasons (the first versions of the code were in Fortran 77, and written well before he published his paper). Instead we generated triangulations and then flipped edges until they were Delaunay, and then used the corresponding Voronoi diagram. It turns out that flipping edges to produce a nicer triangulation is reasonable in two dimensions, but intractable in 3D and up.

Everything looks great except the rendering of the mountains.
This is such a great tool for hobby world designers. I know for sure that I will use this when I create adventures.

I made multiple tools for random world generation but never come close to this kind of quality. I'm impressed!

This is amazing! This motivates me to do so many things... alas, none related to my day job.
If you like making fiction maps by hand (but not fantasy maps) - have a look at this great mapping project: Open Geo Fiction: http://www.opengeofiction.net

From the about page: "This world is set in modern times, so it doesn't have orcs or elves, but rather power plants, motorways and housing projects. But also picturesque old towns, beautiful national parks and lonely beaches. "

It's essentially a fictional OpenStreetMap, and actually uses all the same stack as OSM, with all the data as Creative Commons Attribution-NonCommercial-ShareAlike

Thanks! Didn't know about that one.
Wow! I was looking for exactly this a few weeks ago for a story I'm writing. Don't know how I never came across this. Thank you so much.
Reminds me of a bit in one of Neal Stephenson's books where a MMORPG company hired a team of geologists to generate a geologically plausible map for their game. The hardest part of their job was finding ways to integrate the parts of the world that had been made up without any regard geology and made no sense in their model.
Reamde was the book if any are interested.

A cool part was one of the engineers complaining when a powerful user cast a spell that deformed the landscape. The whole world was a huge finite element simulation so that one spell cause CPU usage to spike as whole world had to be updated.

The book was fun, sort of a thriller, but I felt Stephenson could have done more exploring the world of the MMO game. A rare complaint for him.

Cast in another light, it was standard Stephenson fare -- the first half of the book explores a topic deeply and interestingly, then the second half basically sets it aside to trail off into some weird no-man's land. Seveneves was particularly obvious version of this issue.
I thought Seveneves was more like two "first half of Stephenson novels" smushed together; I found myself wishing there was more exploration of the "second" world. I thought the cultural evolution stuff was super interesting.
Well done. I need to explore this later but well-done
I too, like the author, often was more interested in the topography and maps of fantasy stories. This is awesome!
This is sooo cool! Thanks for sharing!!
Now I want to make a vector rogue-like with Tolkien-ish world maps...
Would be neat to give it real topo maps and then have it generate the towns and see how well it matches reality. Great work!
This is an amazing use of Python. I'm OK with .py but terrible with images so this random generation amazes me. I will be passing this into my DM!
That is super sweet. It looks sort of similar to how Dwarf Fortress generates its geographies.

You should look at how that game does it because it also involves creating a whole mythology and history to help generate civilizations and their fall/rise.

I found this entire post to be completely awesome, but laughed in particular with this line: "I have a programmer's superstitions about always using powers of 2, which are more pleasing to the spirit of the machine." Also, I share similar fond memories of those maps from cheap, grocery store fantasy books!