Procedurally generated pirate treasure maps. X marks the spot!
I used several excellent third party libraries...
cairo
for renderingcolour
for color interpolationnoise
for simplex noisePillow
for saving debug images of noise layerspyhull
for delaunay triangulationShapely
for all kinds of 2D geometry operations
The script will generate several random maps and save them as PNG files.
git clone https://github.com/fogleman/PirateMap.git
cd PirateMap
pip install -r requirements.txt
python main.py
It took me a while to decide on an approach for generating the land masses. I didn't want to just generate some simplex noise, threshold it and render it. I wanted to actually compute a polygonal shape that I could do further operations on. So here's how that works...
- generate a layer of simplex noise with several octaves, with decreasing values as the edge of the image is approached
- fill the screen with randomly positioned points evenly spaced using the poisson disc algorithm
- filter the poisson points to those where the corresponding noise value is above some threshold
- take these points and compute a "concave" hull or alpha shape with them
Shapely's buffer
function is used heavily for padding or cleaning up shapes.
I also wrote an xkcdify
function to add some perturbations to some of the polygons, namely the different water color gradations.