I recently decided to start creating a full planetary map for a story I am thinking of writing. The story will definitely mandate doing the entire world, with special focus on strategic positions throughout the globe. I want to learn about programming, so using existing planetary generators isn't useful. Short-cuts in programming, best practices, realistic physics etc. are useful.
I've segmented the creation of this world into a number of stages, which I will work through sequentially. I will go back and forth between a few as I get the hang of it, learn more about how to do this better, and hopefully get some feedback or suggestions. I've currently starting on the second stage. I'll write up pdf's showing my work and progress for each stage. Before I get to the final section, does anyone know any good resources to combine altitude/rainfall/drainage/temperature maps into realistic looking maps. Information on the code behind how it works would be absolutely amazing.
Current Map Progress:
OutputMountainG.jpg
Stages
- Tectonic Plate Generation: I'm working on a C# code to do this for me. The scale is 200x400 points for an entire planet, using Cylindrical projection. Since I don't have the time nor skill to make the function actually... functional. Instead, I'll make it go half-way, then manually finish it.
PlanetaryGeneration.pdf- Plate Movement: Simulate the plates moving around the planet, using C# code. This simulates that the plates weren't born yesterday, but have a history of moving places. Again, I'll fix any weird developments after this, and select how the plates overlap.
PlateMovement.pdf- Altitude Feature Generation: This will be manual. Once I have my plates, their history, I can build this quite easily, but programming it appears to be too difficult for what it's worth.
AltitudeFeatureGeneration.pdf- Initial Resource Seeding: Some materials are more abundant in mountainous or volcanic regions, so this is where I'll start distributed them.
- Height Interpolation: Smooth out the height and resources before interpolating into 1.3 million points(or more).
- Height Details: Add noise and smoothing to the map based on it's existing height and create hills(high random, low flow), plains(low random, high flow), valleys(high random, flow to sea), and islands(manual).
- Rainfall Map: Using Summer + Winter maps of wind and moisture flow maps, create a rainfall map.
- Water Drainage: Using the rainfall maps, predict where rivers and lakes will gather. Maybe find a way to simulate permable rock water flow... hehehe, probably not.
- Temperature Calculations: Using wind currents, ocean currents, and latitude, determine the temperature.
- Final Resources Seeding: Some materials are more abundant near water(like plants) or temperature.
- Final Map: For the final stage, I'll have a height map, river map, plantlife map, temperature map, and some material maps. I'll try to make a colorful map that incorporates all of this to finish the project.
I'm not sure if this belongs under the software forum(since it's heavily code-based), or the region world mapping forum(since it's still a world map, and is heavily manual as well), or what...