mindwerks / worldengine Goto Github PK
View Code? Open in Web Editor NEWWorld generator using simulation of plates, rain shadow, erosion, etc.
License: MIT License
World generator using simulation of plates, rain shadow, erosion, etc.
License: MIT License
Both should be rendered and saved (and correspondily steps should be added)
Traceback (most recent call last):
File "C:\Python27\Scripts\worldenginegui-script.py", line 9, in <module>
load_entry_point('worldengine==0.5.4', 'console_scripts', 'worldenginegui')()
File "C:\Python27\lib\site-packages\pkg_resources\__init__.py", line 519, in load_entry_point
return get_distribution(dist).load_entry_point(group, name)
File "C:\Python27\lib\site-packages\pkg_resources\__init__.py", line 2630, in load_entry_point
return ep.load()
File "C:\Python27\lib\site-packages\pkg_resources\__init__.py", line 2310, in load
return self.resolve()
File "C:\Python27\lib\site-packages\pkg_resources\__init__.py", line 2316, in resolve
module = __import__(self.module_name, fromlist=['__name__'], level=0)
File "build\bdist.win-amd64\egg\worldengine\gui\main.py", line 27, in <module>
ImportError: No module named views.PrecipitationsView
As reported by Ryan
travis perhaps
I've been trying to run Lands for several days now, but I keep running into issues. I'm a newbie with Python (and coding in general), but I think I've installed it just fine. When I try to run it I get the following error:
C:\Users\User\Downloads\Lands\Lands-master>lands world -s 1 -n seed1
Traceback (most recent call last):
File "C:\Python27\Scripts\lands-script.py", line 9, in <module>
load_entry_point('lands==0.5.3.1', 'console_scripts', 'lands')()
File "C:\Python27\lib\site-packages\pkg_resources.py", line 339, in load_entry_point
return get_distribution(dist).load_entry_point(group, name)
File "C:\Python27\lib\site-packages\pkg_resources.py", line 2470, in load_entry_point
return ep.load()
File "C:\Python27\lib\site-packages\\pkg_resources.py", line 2184, in load
['__name__'])
File "C:\Python27\lib\site-packages\lands\generator.py", line 8, in <module>
import lands.geo
File "C:\Python27\lib\site-packages\lands\geo.py", line 4, in <module>
from noise import snoise2
File "C:\Python27\lib\site-packages\noise\__init__.py", line 12, in <module>
from . import _perlin, _simplex
ImportError: DLL load failed: %1 is not a valid Win32 application.
I followed the wiki's instructions for installing on Windows, and I made sure I had 64-bit versions of everything (e.g. Python 2.7.9, pip, etc.) Let me know if I'm missing any important info.
Calculate them, generate a map and a step
Refer to the e-mail frm Kate
See http://stackoverflow.com/questions/20325473/error-installing-python-image-library-using-pip-on-mac-os-x-10-9
maybe we could use Pillow instead of PIL.
We have to look into CI on Mac
Both sounds good but do something.
Right now the idea is that the command line application can be used to generate the world, deciding at which step to stop, while in the GUI the user can launch each step separately. What about the command line? Do we want to add separate utilities to run the steps individually?
So that the user can initially performs some steps (says A, B, C) and then if he wants he can load the generated world, run D and save it.
The sea seems to be super noisy
I would suggest 0.18: we have 0.12 from WorldSynth + 0.5 from Lands, it means we are currently at 0.17
Both in README (Screenshots!) and in the wiki
As the other maps
"There seems to be no easy way to check the seeds that are used to generate the map. A little thing, but very frustrating when I want to recreate a map whose seed I did not write down. Perhaps the parameters used to create the world could be embedded/commented into the images as they are created? Or, perhaps, could this information be extracted from the .world file? "
We should save all generation parameters and also the Lands version number
Width and height of the map should be configurable.
Erosion as well.
virtualenv venv
source venv/bin/activate
pip install -r requirements.txt
So that the user does not have to stare at the screen while waiting.
I've been using lands to create some desktop backgrounds, and it is rather slow.
Seems like there is some low hanging fruit for optimizations.
There are a lot of constructs in the code like:
for y in xrange(factor*world.height):
for x in xrange(factor*world.width):
according to pythoncentral, xrange is computationally expensive, but more memory efficient.
I can think of two easy speed improvements:
for x in xrange(factor*world.width)
with a range
callDo not draw ocean, revise how it is represented
It should tell to the user that he has to wait for a few minutes
Function to find torrents, rivers and so on could be used to generate more complete worlds.
Group existing, detailed biomes in groups, so that less sophisticate user can use them
Using this https://github.com/chriskiehl/Gooey
When the flag is set we should use a map_side of 2048 while simulating plates
Depends on Mindwerks/pyplatec#2
As reported by Ryan
Downloaded the latest master and installed on Windows x64 with no issue. However, when trying to generate a Greyscale file with the current master build, it failed to produce the file with this error:
Traceback (most recent call last):
File "C:\Python27\Scripts\worldengine-script.py", line 9, in <module>
load_entry_point('worldengine==0.5.4', 'console_scripts', 'worldengine')()
File "build\bdist.win-amd64\egg\worldengine\cli\main.py", line 304, in main
File "build\bdist.win-amd64\egg\worldengine\cli\main.py", line 71, in generate_grayscale_heightmap
File "build\bdist.win-amd64\egg\worldengine\draw.py", line 207, in draw_grayscale_heightmap
AttributeError: 'str' object has no attribute 'set_pixel'`
Any obvious reason why that is failing, or is it an issue/incomplete feature with the current build?
Once version 1.0 is ready
The ocean floor have very heavy noise applied to them. This looks very unrealistic since the ocean floor is much more flat. I see how we need the noise to make the surfaces more realistic but we may want to reduce the amount of noise applied to the ocean surface compared to the land.
I am attaching this pictures to show what I am taking about:
http://imgur.com/ShhMnV2,FOhmUey#0
http://imgur.com/ShhMnV2,FOhmUey#1
It should help using the generated worlds from different languages (see https://developers.google.com/protocol-buffers/)
It could be a standalone library, maybe written in C.
Or maybe I could use some existing library, if it exists.
In Python they could operate on PIL images, while when used from jython they could be used on adapters of awt images.
As required by Ryan.
Currently the map degrade into ocean at the borders.
It could help
Should depend on global world size and maybe it should be more "agglutinated"
On Reddit it has been suggested to support PSD files.
"I feel that a really vital tool could be creating an easy export to photoshop, complete with layer integrity -- ie, a terrain layer, an elevation layer, a water layer, and a line map layer (most important!)"
For example, the ancient map
"First, The elevation color scheme is not useful for converting to grey scale (For graphics programs like GIMP and Heightmap editors like Wilbur) The main issue is with the orange-brown color used for the mountains/highlands, which becomes darker (and thus lower in elevation) than the surrounding land when it is desaturated. This issue is also present, in reverse, when the light blue used for the shallow water near coastlines becomes a bright grey-white, thus forming mountainous outlines around the coastline. Is it possible that the palette could be adjusted, or the option to output greyscale elevation maps added?"
We could also want to support different formats (png and bmp I would say)
Document it in the usage and in the README
It does not belong into this project
Now it is prevented by Google Protocol buffers not supporting python 3
Both Haskell and Java
Right now it is not considered
when running lands-0.4.1.exe user is given the error:
Traceback (most recent call last):
file "", line 13, in module
IO Error: [Erno 2] No such file of directory: "lands/version.py"
and it force closes.
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