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A scientifically accurate fantasy world simulator in development · By
Very cool project! Something I'd like to see if you're able and willing would be ocean currents and their effect on climate, also maybe topography interacting w/ wind currents. (I understand these are not easy asks)
World gen: Maybe a insolation modifier? If possible maybe orbital parameters as well, like eccentricity , axial tilt, that kind of thing. Idk if that kind of thing matches whatever simulation time scale is going on.
As for layers: A slope aspect layer would be nice, and the ability to stack layers at different opacities. I would also like to be able to switch map projections while viewing the map.
Other: A set of basic tools like a ruler or the ability to make and label points.
Whoa, looks like my phone’s algorithm dragged me to yet another cool corner of the internet—and I’m so glad it did!
Hi dev, stumbled across this project totally by chance, and it’s so fascinating.
I first got into worldbuilding tools while playing the free tabletop game A Perfect Rock with friends. I was trying to make the experience more immersive for them (turns out they were perfectly happy messing around with fruit pits and bones, though). Since the game doesn’t have a version in my language, I even went ahead and translated it myself.
Honestly, I think using this project only to build a single planet would be selling it way short. Going from macro to micro scale would also mean a lot of tough trade-offs. What if you leaned into planet generation and exploration instead? Something like No Man’s Sky, but focused on visiting wildly different worlds and uncovering the weird, unique relationships between alien races shaped by their extreme landscapes and environments.
Full disclosure: I don’t play a ton of games, so this might be a silly half-baked idea, and it’d definitely ramp up the workload. But I just wanted to say I’m really excited about what you’re making.
My English isn’t great, so I leaned on AI for a little help—apologies if anything sounds off. Keep up the amazing work!
Hi!
I have been experimenting with adding support for multiple planets in the last few weeks. Not sure if it's going to get delivered or if I'll cut the attempt short but it is something I am looking into ^^
That being said, keeping the physical scale 1:1 (which is what I assume you meant by "going from macro to micro scale" is something I'm deeply interested in. Gleba's long term goal (besides giving me a fun hobby after work!) is delivering something akin to a first person RPG. I've written a little about it here: https://calandiel.itch.io/gleba/devlog/1122695/devlog-1-the-start-of-a-new-adven...
Hi. I've been really enjoying the program so far. I love the different kinds of maps you can look at. I'm a bit surprised you can't look at maps of Jan/July/Avg temperature.
I also think a map of the biogeographic realms would also be nice.
Been loving it for creating a Campaign Setting for me and my friends nonetheless.
Hello, this is pretty cool, I came across this from reddit trying to find something that would simulate plate tectonics, so I'm here more so for the generation of maps themselves. A couple of suggestions that would be cool/useful from a world building perspective:
1. Something to identify and point out the highest and lowest points on the map, or on a condintent/plate (these are usually culturally significant)
2. Scale Bars in the 3d and Map view, something that as you change the view it shows you what like 500 miles is (like how Apple Maps works)
3. Expanding the world size to make it bigger than earth. I'm sure this increases computational complexity or something, so maybe a disclaimer on the menu that it'll take forever or something, but for folk likes me with fancy hardware I'd love to build massive planets
4. Some sort of toggle-able overlay showing latitude lines over whatever view is selected would be nice.
5. Some way to increase the landmass to above 65%. (Going for like mostly surface worlds with massive ocean lakes). OR, maybe a tool that lets you reduce the elevation/sea level post world generation, something like oceans drying up
6. I saw in one of your updates, different map projections are available. I'm a little new but I can't seem to find a way to get like a hammer projection rendered. Figured out how to change it. Using EqualEarth, I cannot figure out how to adjust where the center of the map is (trying to get the 2 main continents front and center, not have one center and the other way to the left). Also it inverts randomly, but otherwise a pretty useful projection.
Cheers!
I think it would be great if maps could be exported in GeoJSON format. Being able to change the prime meridian in order to recenter exported maps without extra work would also be awesome!
Nevermind the last past. It's in v0.3.0 which just was released a few hours after I posted (latitude/longitude offset). Keep up the amazing work and thanks for keeping SotE alive in a way!
Hi! I disabled generation of anything other than climate for worlds with imported heightmaps in version 0.3. Sorry for the letdown :<
It's pending some decisions on how to handle missing data and backwards compatibility.
Long story short, to generate biomes, we dont need only need elevation and climate, we also need bedrocks, soil texture, soil depth, soil richness, and so on. Gleba currently doesnt support generating those in a way consistent with the heightmap due to how difficult the task would be. I have some plans for a proper world editor thatd make making this missing data feasible but it's not available yet.
Hey, I love the software that you have created. It's very detailed and intricate and perfect for making maps for DnD or Nation Building RP.s But what I would love to see from the generation is a way for it to only generate terrain on the land masses provided in the image uploaded for the crust without reducing or reshaping the drawn land masses. Is this something that is planned or possible? Thank you for your time!
Thanks! (and sorry for not approving the post sooner, I missed it :<)
As for the feature request, in the long term, the plan is to provide a proper map editor so that people don't need to fiddle with limitations of guidance maps. I'm not sure when I'll work on it, but having much tighter control over the results is something I'm definitely interested in. I'd like Gleba to eventually have a "main world" for the game part of the project and I'd like to handcraft it with the help of Gleba's generative tools so it's in my best interest to give more options to control things like coastlines and mountains.
something very cool for worldbuilding would be post-generation map editing specifically meant to emulate changes made by civilizations. say for example i decide a civilization starts irrigating their crops. i believe that would come with it some changes to the waterflow map. if you already intend to simulate the behaviors and effects of whole civilizations, then this shouldn't be too hard to implement; map editing would just call the same functions that the simulation would, i think?
a timeline that shows these changes through the years would also be neat, i haven't yet found a worldbuilding tool that makes such a thing straightforward to do.