Procedural World Generation · Go + Ebiten

worldGen

From a single seed — continents, rivers, biomes, roads, and the seeds of civilisation.

seed:generating…

48°32′N 12°04′E  ·  elev: 284m  ·  biome: Grassland

// What is this

A world, grown from mathematics.

worldGen is a procedural map generator that builds entire worlds from a single integer seed. Terrain rises from multi-fractal noise, eroded by virtual raindrops. Rivers carve valleys. Climate systems cast rain shadows across mountain ranges. Biomes emerge from elevation, moisture, and temperature — not from rules, but from physics-adjacent math.

Cycle 1 lays the geological and ecological foundation: continents, oceans, rivers, forests, swamps, beaches, cliffs, settlements, and roads. Cycle 2 will populate the world with streets, buildings, diverse plant species — and eventually, artificial life forms.

// seed: 0x????????

// Generation pipeline

Fifteen steps to a living world.

Each step feeds the next. Change the seed — everything changes.

// Biome system

Thirteen worlds within the world.

Biomes emerge from height, moisture, and temperature. Each has unique rendering, ecology rules, and settlement affinity.

// Built with

Standing on strong shoulders.

▷ Go 1.22+ ■ Ebiten v2 ∿ OpenSimplex Noise ∆ Multi-fractal FBM ★ A* Pathfinding ∇ D8 Flow Routing ○ BFS Flood Fill ∿ Particle Hydraulic Erosion ✧ Prim's MST ◆ Domain Warping

Every seed, a new world.

Browse the source, follow the devlog, or fork it and generate your own.

▶  paraglider0815 / worldGen