This tool is being developped in Godot, and even though it is usable as-is, it is firstly intended as a demo for the source code that will be uploaded later. As of the time of writing, I plan on uploading code for Godot 3.4 and 4.0.

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Procedurally create a black an white noise image to be used for map generation in any game engine.

  • Start by creating a noise image. You can specify the resolution and the density of black pixels
  • Use a cellular automata algorithm to refine your noise. Each pixel will be scanned, the pixels around them will determine if the one in the center should change color
  • You can smooth your image even further by shaving pixels that don't have enough similar neighbors. This can avoid aliasing on straight lines and delete lonely pixels without reshaping your image too much
  • If you like the pattern you are working with but would rather swap the black and the white pixels, you can use the invert function
  • The image can be resized

Use the mouse wheel to zoom in and out, use the arrow keys to pan around. If you get lost, you'll be able to reset the position and the zoom level of the camera

Currently supports resolutions up to 2048x2048 (because of the processing time ๐ŸŒ)

Now supports tileable images !

Support to work directly with TileMap nodes coming soon.

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04/12 Fixed a minor and a not so minor bug

04/13 Fixed other minors bugs and added a function to invert black and white

04/17 Image can be resized + other minor improvements

StatusIn development
CategoryTool
PlatformsHTML5
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorStalf
TagsGenerator, Godot, Procedural Generation

Development log

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