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The original version of the code may have produced a terrain, but a terrain is more than just a piece of land. It needs walkable paths/roads, areas for plant life like trees, open areas for large structures like buildings or cities. The new version aims to meet the needs of a terrain by providing the ability to procedurally generate natural elements at the core.
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CITATION.cff

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cff-version: 1.2.0
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message: "If you use this software, please cite it as below."
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authors:
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- family-names: "kthecoder"
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given-names: "Addi Aveyrin"
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orcid: "https://orcid.org/0000-0000-0000-0000"
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title: "Gaia Green : A User-Controlled Pipeline for Organic Procedural Terrain Generation"
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version: 1.0.0
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date-released: 2025-08-06
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license: "Apache-2.0"
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keywords:
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- procedural generation
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- terrain generation
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- machine learning
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- random noise
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- hydrology
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url: "https://github.com/kthecoder/GaiaGreen"
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LICENSE.md

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README.md

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# Gaia Green
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Godot Terrain Generator for 3D Tiled Maps
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A User-Controlled Pipeline for Organic Procedural Terrain Generation
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Godot 4.4 is currently used Version
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_Godot 4.4 is currently used Version_
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## Overview
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1. Prep FastNoiseLite
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1. Set Noise Function (i.e. SimplexNoise)
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1. Set a Seed for the Noise Function
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1. Generate Elevation Map (Height Map)
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1. Tiles are isometric, need blocky/square patterns
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1. Reduce Resolution of Noise
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1. Posterize Reduced Resolution
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1. Upscale reduction to original size
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1. Tile Placement
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1. Determine tile Types
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1. Use 0 Elevation for Water
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1. On Elevation Change between grid positions, use Cliffs or Ramps
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1. Determine Rotation of Tiles based on surrounding Tiles
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1. Applicator
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1. Change the 3D Grid Map in Godot using 'set_cell_item'
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1. Providing the TileID, Grid Position, & Rotation Orientation
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We introduce a comprehensive, user-driven pipeline for generating rich, organic terrains. We employ FastNoiseLite to produce a base height map, which is then refined by a cascade of cellular automata filters that expand flat regions, patch & eliminate outliers, and selectively shrink water bodies. Optional directional bias simulates tectonic tilt, while blocky posterization adapts terrains to isometric grids. Graph-based flow accumulation yields road networks, and a two-tier Poisson disk sampler places large structures and smaller objects. We demonstrate the ability to influence random noise into terrain morphology.
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## Setup
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gdb --version
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```
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## Implementation
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1. User Control Inputs
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1. Seeding : `int32_t seed`
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2. Frequency : `float noiseFrequency`
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1. Allow user to define frequency: Lower-frequency noise gives broad zones; higher-frequency adds detail.
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3. Elevation Threshold : `int elevationMax`
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1. Allow user to determine the number of elevations created in the final solution
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4. Open Area Minimum : `int openAreaMin`
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1. Allow users to determine the minimum number of open areas for large structure placement
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5. Water Reduction Value : `waterRemoval`
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1. Water reduction percentage of 0 to 100
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2. Ignore values of 10 or lower
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2. Produce Random Noise
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1. Using FastNoiseLite
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2. Allow user to define frequency: Lower-frequency noise gives broad zones; higher-frequency adds detail.
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3. Generate Height Map
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1. Take the Filtered Noise, Normalize and Scale to (0, `elevationMax`)
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2. Assume 0 values are base elevation of Water
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4. Noise Processing
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1. Noise Conversion (into square patterns)
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1. Send through filters to create blocky patterns useable for isometric 3d grids
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1. Use Elevation Threshold to determine values between 0 to Elevation Threshold
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1. Reduce Resolution by sampling one pixel per block
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1. Posterize
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1. Upscale back to Original Size
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5. Cellular Automata (CA) Filter on Noise
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1. CA Filter A : Expanding Zones
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1. Using Flood Fill, find X number of `openAreaMin`, find flat zones that are minimum of 2x2 cells of flat area
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2. Smooth the noise by expanding the flat areas
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3. Create a CA rule that defines flattened areas and expand them
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1. CA Filter B : Patching / Removing Outliers
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1. Even out zero elevation && any cells that are islands
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2. If a cell is zero and has many zero neighbors, it stays zero. Also true for values of 1, 2, 3, etc. If a cell is x and has many x neighbors it stays x.
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3. If a cell is non-zero/x but surrounded by zeros/x, it becomes zero/x (growth).
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4. If a zero/x is isolated, it becomes non-zero/x+1 (pruning).
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1. CA Filter C : Water Reduction
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1. Use Flood Fill to find 0 regions
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2. Reduce its size by a percentage and flipping the 0s to 1s
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3. Have a variable to determine percentage by user (0-100)
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4. Skip this filter if user defined percentage is less than 10%
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5. Bias reduction on edges to simulate evaporation
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6. Hydrology Path Generation
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1. Each grid cell in the elevation map is a node in a graph
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2. Downhill Flow
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1. Assign movement cost to each path, using the raw noise for the height map to determine costs by slope descent
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1. Steeper slopes are higher cost
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2. For each node point to the lowest cost neighbor
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3. Flow Accumulation : Count the neighbors that flow into our tile as a flow value
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1. Use the high flow values to create major roads && the small values to create minor roads
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1. Done by marking walkable cells that can’t be placed with objects
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7. Open Area Finder / Large Structure Locations
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1. Find areas that have flat ground tiles of 3x3 cells
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2. Elevation buffer, ensure structures aren’t placed against cliffs and ramps
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3. Store the center cell into a list of available locations
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8. Poisson Object Placement
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1. Create a copy of the finalized grid and increase its size by splitting cells into 4 pieces
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2. Finalized grid contains data about each cell's place-ability
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1. Use the data from the previous steps to know cells that can’t have objects placed on them
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2. River Pathing determines non-placeable cells
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3. Elevation changes are non-placeable cell's
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3. Use poisson disk sampling to place non-large objects using the higher density grid
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9. Tile Placement
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1. Using a Dual-Grid System
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1. Determine the correct tile type for each cell in the grid
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2. Set the Grid map cells using Godot's Grid map system
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## Contributing
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Any and all Contributions are subject to the [CLA.md](https://github.com/kthecoder/GaiaGreen/blob/main/CLA.md)

demo/terrain_gen_script.gd

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grid_map.cell_size = Vector3(1, 0.25, 1);
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# Value Noise Based
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#generate(grid_map, 128, 128, 4, seed_value, NoiseType.VALUE, 0.79, 0.1);
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#generate(grid_map, 128, 128, 4, seed_value, 12, NoiseType.VALUE, 0.79, 0.1);
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# Simplex Noise Based
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generate(grid_map, 128, 128, 4, seed_value, NoiseType.SIMPLEX, 0.3, 0.02);
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generate(grid_map, 128, 128, 4, seed_value, 12, NoiseType.SIMPLEX, 0.3, 0.02);

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