Maps Mania has a roundup of fantasy map generators—applications that generate maps of imaginary cities or landscapes algorithmically. Sometimes even with names. Two of them I’d previously heard of: Uncharted Atlas, a Twitter bot that tweets out a new map every hour, and the Medieval Fantasy City Generator, which generates a random medieval city layout. Two were new to me: Azgaar’s Fantasy Map Generator, which comes complete with documentation and an accompanying blog; and Oskar Stalberg’s City Generator, which doesn’t.
I’ve said it before, and I’ll say it again. If fantasy map generators can produce a map that is at least credible in comparison to the human-made product, what does that say about that human-made product in terms of the imagination and creativity that went into it?
Previously: The Medieval Fantasy City Generator, Uncharted Atlas.
It’s like Uncharted Atlas, but for cities: the Medieval Fantasy City Generator is a web application that “generates a random medieval city layout of a requested size. The generation method is rather arbitrary, the goal is to produce a nice looking map, not an accurate model of a city.” As was the case with Uncharted Atlas, the effect is accidentally damning: if an algorithm can create a fantasy setting indistinguishable from a human-made product, what does that say about the human-made product? [Ada Palmer]
Previously: Uncharted Atlas.
Uncharted Atlas is a Twitter bot that generates a new fantasy map every hour. The brainchild of glaciologist Martin O’Leary, it uses algorithmically created terrain that is weathered by water erosion, a process he details on this page (All Over the Map’s post explains it in more human-readable terms). As Martin writes:
I wanted to make maps that look like something you’d find at the back of one of the cheap paperback fantasy novels of my youth. I always had a fascination with these imagined worlds, which were often much more interesting than whatever luke-warm sub-Tolkien tale they were attached to.
At the same time, I wanted to play with terrain generation with a physical basis. There are loads of articles on the internet which describe terrain generation, and they almost all use some variation on a fractal noise approach, either directly (by adding layers of noise functions), or indirectly (e.g. through midpoint displacement). These methods produce lots of fine detail, but the large-scale structure always looks a bit off. Features are attached in random ways, with no thought to the processes which form landscapes. I wanted to try something a little bit different.
The code is available for playing with, and apparently other people are doing just that. Another algorithm—one that linguists should find fascinating—generates the place names.