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Voxel_realms

Features

  • data extraction for all svg elements: cities, coast, heightlines, names
  • land-sea mask finding algorithm robust over many variations
  • terrain generation for both land and sea, with rivers taken into account
  • biomes can be composed through color functions that act on height data
  • heightmap + colormap export to .vox format
  • filling of the sea with water
  • conversion of water from diffuse to glass material for see-through effect
  • desired camera parameters are injected into the generated .vox file
  • current maps are 700x700 pixels, with the current bottlenecks 1000x1000 is also possible

Future work

  • Rivers: shapes of rivers, making sure rivers have actual water in them.
  • More water types, water color tied to biome
  • More styles of terrain
  • Better biome coloring, more biomes, biomes tied to realm resources
  • Adding clouds to the .vox. (helps with setting the scale vibe)
  • Automatic rendering (now have to click "render' button)
  • Remove conversion bottlenecks so that higher scales are possible

Requirements

This pipeline has been tested on linux, but will likely also work on Windows. For linux you need Wine > 6.

Quickstart

  • Download Conversion tools and MV: $ bash setup.sh
  • Run $ git submodule update --init --recursive
  • Install a venv e.g.: pipenv install -r requirements.txt
  • Check out notebooks/pipeline.ipynb

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