Fractal World Generator

Random Seed:  
Projection: Palette:
% Water: % Ice:
Height: Iterations: Rotate:
Terrain Variation:
75%
Algorithm: Apply Erosion:
Simulate Ocean Currents: Enable Theta Hack:
Time Simulation: Time (Million Years):
1.5 MY
Show Rivers: Show Coastlines:
Horizontal Factor:
0.50
Vertical Factor:
0.20
 
Showing initial conditions from climate data

World Map

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Temperature Map

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Rainfall Map

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Evaporation Map

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Snowfall & Perennial Snow Map

Mass balance model: Perennial snow (white) exists where annual accumulation ≥ ablation (melt + sublimation). Blue gradient shows snow accumulation; warmer colors show areas with net melt.

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Whittaker Biome Model

Whittaker diagram classification based on temperature and rainfall (from planet.c).

Ice/Polar Tundra Boreal Temperate Forest Temperate Rain Grassland Steppe Woodland Desert Tropical Forest Tropical Rain Ocean

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Holdridge Life Zones

Classification based on biotemperature (mean annual temp with <0°C and >30°C treated as dormant) and annual precipitation, using the PET (Potential Evapotranspiration) ratio.

Tropical (>24°C): Rain Forest Wet Forest Moist Forest Dry Forest Thorn Woodland Desert
Subtropical (18-24°C): Rain Forest Wet Forest Moist Forest Dry Forest Thorn Woodland Desert
Warm Temperate (12-18°C): Rain Forest Wet Forest Moist Forest Dry Forest Steppe Desert
Cool Temperate (6-12°C): Rain Forest Wet Forest Moist Forest Dry Forest Steppe Desert
Boreal (3-6°C): Rain Forest Wet Forest Moist Forest Dry Forest Steppe Desert
Subpolar (1.5-3°C): Wet Tundra Moist Tundra Tundra Dry Tundra Steppe Desert
Polar (<1.5°C): Polar Desert
Ocean: Ocean

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Ecosystem Maps

Ecosystem characteristics derived from Holdridge Life Zones. Maps show initial conditions based on climate; use the simulation controls to model ecosystem dynamics over time (soil development, vegetation succession, fauna populations, fire cycles).

Soil Map

Soil color indicates type and composition based on organic matter, leaching, salinity, and drainage.

Typical (Inceptisol) Red (Oxisol/Ultisol) Black (Mollisol) Pale (Aridisol) Gray (Gelisol) Ocean

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Vegetation Map

Vegetation cover shows canopy density and ground cover type based on the Holdridge life zone targets.

Dense Forest Open Forest Woodland Grassland Moss/Tundra Litter Floor Desert Crust Sparse/Bare Ocean

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Fauna Map

Fauna guild abundance encoded as RGB color channels. Brightness indicates total biodiversity.

R: Large Mammals G: Invertebrates + Amphibians B: Reptiles + Birds
Savanna (mammals + invertebrates) Wetland (invertebrates + birds) Desert (mammals + reptiles) High Diversity (all guilds) Low Diversity Ocean

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Fire Risk Map

Composite fire danger based on annual fire probability, fuel load, and dryness.

Very Low Low Moderate High Very High Extreme Ocean

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Simulation: Ready

River Map

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Coastline Map

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Water Cover Map

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Ice Cap Classification

Mass-balance driven classification: Ice Caps (large, low-relief, thick), Glaciers (smaller/steeper), Perennial Snowfields.

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Terrain Map (with Erosion)

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Final Simulated Map

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Islands-Style WebGL Terrain

GPU-accelerated terrain rendering with elevation-based coloring, hillshade, and water effects.

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WebGL Temperature Map

GPU-accelerated temperature visualization with hillshade. Blue (cold) to Red (hot).

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WebGL Rainfall Map

GPU-accelerated rainfall visualization. Tan (dry) to Blue (wet), measured in mm/year.

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WebGL Evaporation Map

GPU-accelerated evaporation visualization. Low (blue) to High (red), measured in mm/year equivalent.

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WebGL Snowfall Map

GPU-accelerated snow accumulation. Brown (no snow) to White (permanent snow), in mm/year.

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WebGL Whittaker Biome Map

GPU-accelerated Whittaker biome classification with optional hillshade overlay.

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WebGL Holdridge Life Zone Map

GPU-accelerated Holdridge Life Zone classification based on biotemperature and PET ratio.

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WebGL Ice Cap Map

GPU-accelerated ice classification: Perennial Snow (light), Glaciers (blue), Ice Caps (white).

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WebGL Elevation Map

GPU-accelerated terrain elevation with full ocean depth visualization and hillshade.

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Time: seconds