Domain-neutral procedural fantasy map & world generation: Voronoi terrain, hydraulic erosion, biomes, rivers, Markov place-names, and shaded-relief SVG.
Project description
mapwright
⚠️ Early development (v0.x, alpha). The API is still moving and may change without notice between versions. Usable today, but pin a version (e.g.
mapwright==0.10.0) if you depend on it.
Domain-neutral procedural fantasy map & world generation — Voronoi terrain with
hydraulic erosion, climate-driven biomes, rivers, Markov place-names, and shaded-relief
SVG rendering. Pure Python, numpy-only, fully seed-deterministic.
mapwright produces neutral data (cells, biomes, rivers, polygons) and a self-contained SVG renderer. It has no opinion about your application's models — map its output onto your own tiles/entities however you like.
Gallery
Every image below is a deterministic render of a built-in preset (or a dungeon),
produced by examples/gallery.py:
continent |
archipelago |
islands |
highlands |
desert |
arctic |
pangaea |
tropical |
DungeonGenerator |
SettlementGenerator |
Settlement (port) |
Settlement (citadel) |
RegionalRoadGenerator |
RegionGenerator |
template="isthmus" |
template="atoll" |
land_age=0 (young) |
land_age=1 (old) |
The two right-hand maps above are the same continent at land_age=0 (young, jagged,
snow-capped peaks) vs land_age=1 (old, worn down to rounded hills) — a mapwright-original
"geological age" knob.
Regenerate them with python examples/gallery.py (SVGs always; PNGs when
cairosvg is installed).
Install
pip install mapwright
# hand-drawn / themed atlas rendering (adds Pillow):
pip install "mapwright[atlas]"
# latest from git:
pip install git+https://github.com/sligara7/mapwright.git
# or, for local development:
pip install -e ".[dev]"
Quickstart
from mapwright import SeededRNG, RegionalTerrainGenerator, RegionalSVGRenderer, Marker
# Same seed -> same world, every time.
terrain = RegionalTerrainGenerator(SeededRNG(7)).generate(width=60, height=40)
markers = [Marker(name="Eldmoor", x=30, y=18, kind="settlement_city")]
svg = RegionalSVGRenderer().render(terrain, markers)
open("world.svg", "w").write(svg)
Shape the world with WorldMapConfig — or describe it and let an LLM fill the config:
from mapwright import WorldMapConfig, RegionalTerrainGenerator, SeededRNG
desert = WorldMapConfig.preset("desert") # ready-made worlds...
custom = WorldMapConfig(continents=7, sea_level=0.55, temperature=-0.8) # ...or tune
world = RegionalTerrainGenerator(SeededRNG(1)).generate(60, 40, config=desert)
# Every field is a bounded scalar with a clear meaning, so it doubles as a schema
# a host app (or an LLM) can populate. from_dict clamps junk to valid ranges:
WorldMapConfig.from_dict({"temperature": 5, "continents": -3}) # -> safe, clamped
Presets: continent, pangaea, archipelago, islands, highlands, desert,
arctic, tropical.
Terrain defaults to a tectonic-plate simulation (organic coasts + mountain ranges).
For a controllable continent archetype, pass a template (Azgaar-style composed
heightmap ops) — config still drives sea level, climate, and rivers on top of it:
from mapwright import RegionalTerrainGenerator, SeededRNG, WorldMapConfig, TERRAIN_TEMPLATES
print(list(TERRAIN_TEMPLATES)) # archipelago, volcano, peninsula, isthmus, atoll, continents
world = RegionalTerrainGenerator(SeededRNG(5)).generate(
80, 58, WorldMapConfig(sea_level=0.55), template="archipelago")
Save and reload worlds (and dungeons) — JSON round-trips losslessly, so a reloaded world renders byte-identically:
from mapwright import RegionalTerrainGenerator, SeededRNG, TerrainResult
terrain = RegionalTerrainGenerator(SeededRNG(7)).generate(60, 40)
open("world.json", "w").write(terrain.to_json()) # ...later...
same = TerrainResult.from_json(open("world.json").read()) # bit-identical
to_dict/from_dict (and to_json/from_json) are available on TerrainResult,
Dungeon, and Marker. Numpy rasters and full-precision floats are preserved.
Procedural place-names in several culture styles:
from mapwright import SeededRNG, NameGenerator
namer = NameGenerator(SeededRNG(7))
namer.settlement("nordic") # -> 'Eirmundheim'
namer.settlement("elvish") # -> 'Faelynnwood'
namer.region("dwarvish") # -> 'The Korvald Reach'
Generate a dungeon and render it:
from mapwright import SeededRNG, DungeonGenerator, DungeonSVGRenderer
dungeon = DungeonGenerator(SeededRNG(3)).generate(48, 32)
svg = DungeonSVGRenderer().render(dungeon, labels=True) # number the rooms
open("dungeon.svg", "w").write(svg)
print(dungeon.ascii()) # or eyeball it as text
Generate a town — an organic footprint split into named wards, each subdivided
into building lots, threaded with streets, and optionally walled (try the
port and citadel presets):
from mapwright import SeededRNG, SettlementGenerator, SettlementConfig, SettlementSVGRenderer
town = SettlementGenerator(SeededRNG(7)).generate(90, 90)
port = SettlementGenerator(SeededRNG(5)).generate(90, 90, SettlementConfig.preset("port"))
citadel = SettlementGenerator(SeededRNG(3)).generate(90, 90, SettlementConfig.preset("citadel"))
open("town.svg", "w").write(SettlementSVGRenderer().render(town))
Settlement presets: hamlet, village, town, city, port, citadel.
What's inside
| Component | What it does |
|---|---|
SeededRNG |
One seed drives everything; .derive(label) yields independent, reproducible sub-streams (unifies stdlib + numpy). |
NameGenerator |
Order-k character Markov names over hand-authored culture namebases; reproducible across processes. |
RegionalTerrainGenerator |
Voronoi cells (Lloyd-relaxed) → tectonic-plate heightmap (organic coasts + mountain ranges at plate collisions; percentile sea level) → Planchon–Darboux depression fill → flux + hydraulic/creep erosion → rivers + inland lakes → latitude/elevation climate with rain-shadow → Whittaker biomes. |
compute_cell_polygons |
Reconstructs convex Voronoi polygons (half-plane clipping) for vector rendering. |
RegionalSVGRenderer |
Shaded-relief (hillshade) SVG: biome polygons, coastline, rivers, roads, labelled markers. |
AtlasRenderer / ArtPack |
Hand-drawn / themed PNG: stamps symbols from an external art pack (mountains, forests, hills, settlements, sea decorations) onto the terrain. mapwright ships no art — a pack is a skin. Needs pip install "mapwright[atlas]". |
RegionalRoadGenerator |
Connects settlement sites with trade routes — an MST whose edges are A*-routed over the terrain (avoids sea, climbs/crosses rivers at a cost). |
RegionGenerator |
Partitions land into named factions/territories: spread capitals seed a flood fill over the land graph (sea divides them); each Region is Markov-named. |
DungeonGenerator |
BSP-partitioned rooms + minimum-spanning-tree corridors → rooms, corridor cells, and a walkable grid (with Dungeon.ascii()). |
DungeonSVGRenderer |
Renders a Dungeon to SVG: walls, carved floor, room outlines, optional tile grid and per-room labels. |
SettlementGenerator |
Self-contained town layout: an organic footprint divided into named Voronoi wards (market, docks, …), each subdivided into building lots, a street network (MST over ward adjacency + main roads from gates to the market), an optional defensive wall (towers + gate gaps, opened at the harbour when coastal), and optional coastline. |
SettlementSVGRenderer |
Renders a Settlement to SVG: sea, footprint, kind-coloured wards, building lots, streets, wall with towers/gatehouses, labels. |
Everything is neutral: RegionalTerrainGenerator returns a TerrainResult of TerrainCells
(each with a Biome), and you decide how a Biome maps to your world.
Atlas rendering & art packs
RegionalSVGRenderer draws a clean shaded-relief map. For a hand-drawn (or neon, or
scrap-metal, or any) look, AtlasRenderer stamps little symbol images — mountains, trees,
hills, towns, sea monsters, a compass — placed exactly where the physics put them.
mapwright bundles no art. The renderer is the engine; the art is a separate art pack you point it at, so the same world can wear any style without re-generating anything:
from mapwright import SeededRNG, RegionalTerrainGenerator, ArtPack, AtlasRenderer, Marker
terrain = RegionalTerrainGenerator(SeededRNG(7)).generate(80, 56)
markers = [Marker("Eldmoor", 40, 28, kind="settlement_castle")]
pack = ArtPack.from_directory("path/to/my-art-pack") # needs mapwright[atlas]
png = AtlasRenderer(pack, scale=12, seed=7).render(terrain, markers, land_age=0.3)
open("atlas.png", "wb").write(png)
An art pack is just a directory of transparent PNG symbols plus an optional
manifest.json that maps mapwright's neutral concepts onto art slots:
{
"name": "my-pack",
"colors": {"parchment": "#ecdfbf", "water": "#b5cad1",
"coast": "#463c2c", "label": "#2b2218"},
"slots": {
"mountain.young": {"files": ["mountains/sharp/*.png"], "width": 2.0, "anchor": "bottom"},
"mountain.old": {"files": ["mountains/eroded/*.png"]},
"hill": {"files": ["hills/*.png"]},
"tree.pine": {"files": ["trees/pine/*.png"]},
"tree.deciduous": {"files": ["trees/leafy/*.png"]},
"city.castle": {"files": ["cities/castle*.png"]},
"decoration.compass": {"files": ["compass/*.png"], "anchor": "center"}
}
}
Slots the renderer asks for: terrain relief — mountain.young / mountain.mid /
mountain.old (chosen by land_age), hill, tree.pine / tree.deciduous /
tree.cactus (by climate), dune; settlements — city.castle / city.large /
city.town / city.village (by marker kind); decorations — decoration.creature
/ decoration.ship / decoration.compass. A missing fine slot falls back to a coarser
sibling (mountain.mid → any mountain.*), so partial packs still render. With no
manifest.json, ArtPack.from_directory() auto-discovers slots from a conventional
folder layout. Because packs are pure data, a host like an image-generation service can
produce them on demand in any style — the generation stays the same; the pack is the skin.
Determinism
Every generator draws from a SeededRNG. The same seed (and parameters) reproduces an
identical world — terrain, names, rivers, and SVG — across runs and across processes
(the Markov chains are built in sorted order, so output never depends on PYTHONHASHSEED).
Performance
Pure Python + numpy, single-threaded. Typical map/town sizes generate in well under a
second; examples/benchmark.py prints a table for your machine. Rough figures (numbers
are machine-dependent):
| Generator | Size | Time |
|---|---|---|
| Terrain | 64×44 (≈470 cells) | ~150 ms |
| Terrain | 120×90 (1500 cells, capped) | ~1.8 s |
| Dungeon | 80×60 (≈50 rooms) | ~9 ms |
| Settlement | pop 9000 (50 wards, ~1100 lots) | ~65 ms |
| Roads / regions | on a 120×90 map | a few ms |
Two things worth knowing:
- Terrain cell count is capped at 1500 (
cell_areaclamp ingenerate), which bounds the hydrology/climate/graph work — but the initial Voronoi rasterisation is per-pixel, so total time still grows roughly linearly withwidth × heighton large maps. Raisecell_area(fewer, coarser cells) to trade detail for speed, e.g.generate(w, h, cell_area=12). - Dungeon corridor connection is a dense MST (~O(rooms³)), so dungeons with hundreds of
rooms get slow — keep them modest or raise
DungeonConfig.min_leaffor fewer, larger rooms.
API stability & contract
The public API is exactly the names exported in mapwright.__all__ — that's
the contract. It's pinned by tests/test_api_contract.py (public surface, key
signatures), so an accidental breaking change fails CI.
For the world parameters specifically, WorldMapConfig.json_schema() returns a
JSON Schema (draft 2020-12) — the machine-readable contract a host app or LLM can
validate/generate against, then feed through WorldMapConfig.from_dict() (which
clamps to valid ranges). Schema and runtime clamping are generated from the same
field spec, so they can't drift.
Versioning follows SemVer. While at 0.x the API may still
change between minor versions; every change is recorded in CHANGELOG.md. Pin a
tag or commit if you depend on it.
Development
python -m venv .venv && . .venv/bin/activate
pip install -e ".[dev]"
pytest
Credits & license
MIT licensed (see LICENSE). Algorithms were implemented clean-room from the publicly
described techniques of Azgaar's Fantasy-Map-Generator (MIT) and Martin O'Leary /
Ryan L. Guy's FantasyMapGenerator (Zlib); see NOTICE for details. The bundled name
lists are original.
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