this post was submitted on 14 Mar 2026
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Godot

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The map is procedurally generated and is filled with settlements populated by groups with procedurally generated languages, cultures and religions. This is still early days but I'm pretty happy with how things are going. The language generation still needs a bit of work (as does everything!), hence the weird city names

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[–] sbeak@sopuli.xyz 4 points 2 days ago (1 children)

ok this is really cool. Procedural generation is always neat :D

[–] sbeak@sopuli.xyz 2 points 2 days ago (1 children)

I might make procedurally generated stuff for my map game...

maybe procedurally generated focus trees or similar, that would be kind of cool.

[–] GandalftheBlack@feddit.org 1 points 2 days ago

Sounds like an interesting idea!

[–] GammaGames@beehaw.org 2 points 2 days ago (1 children)

Looking like a solid base! What kind of game are you working on? 👀

[–] GandalftheBlack@feddit.org 4 points 2 days ago* (last edited 2 days ago) (1 children)

I'm looking to make a kind of strategy game /RPG inspired by Crusader Kings and Mount and Blade. I'm still working out what I want it to be, but I think I'll go for it being set in the time of the first cities and city states.

[–] goatbeard@beehaw.org 4 points 2 days ago (1 children)

Sounds awesome! How are you handling the map rendering? I was trying to use NASA's heightmap data to render Earth but it was way too big for Godot to handle well

[–] GandalftheBlack@feddit.org 3 points 2 days ago

I'm using a 512x512 perlin noise heightmap and normal map which is passed to a shader which sets the vertex heights of a plane mesh and colours the map based on height. Rendering a map of the entire earth seems like quite a lot! Maybe you can use a scaled down version or something. The Europa Universalis heightmap is 5632x2048