Project image
)}
CA$ 1,560
pledged of 250.000 CA$ pledged of 250.000 CA$ goal
24
backers
0seconds to go
Funding Canceled
Funding for this project was canceled by the project creator on Jan 28 2019
Adam BrownBy Adam Brown
First created
Adam BrownBy Adam Brown
First created
CA$ 1,560
pledged of 250.000 CA$ pledged of 250.000 CA$ goal
24
backers
0seconds to go
Funding Canceled
Funding for this project was canceled by the project creator on Jan 28 2019

About

For a clear version of the intro video see it on YouTube here: https://youtu.be/CAYgW5JfCQw

Streamlined world-building

Create unique and detailed worlds in seconds, for games, multimedia, or an epic role-playing campaign. Let WorldKit handle the heavy lifting for you and get stunning results fast, with a few button clicks. Or you could customize every aspect of your world to suit your specific needs. The choice is yours. The possibilities are endless!

WorldKit Keeps Things Fast and Simple

WorldKit was designed from the ground up to streamline the process of world-building for games and multi-media. WorldKit strives to make world-building, creative, fun, visual and fast. It eliminates many of the tedious parts of traditional techniques and gives you more power to get things done the way you want faster than ever possible before.                         

WorldKit has a well-defined set of controls that allow you to change the parameters of your world quickly, and see results in real-time. You can easily see which inputs produced which results by toggling between the available view modes. It is easy to maintain and modify a WorldKit project because it is a single unit with all the parameters visible in one place.

By removing a lot of reliance on randomly generated noise, WorldKit can produce more deterministic and calculated output. WorldKit starts by quickly filling in the broad strokes of your landforms, and provides real-time visual feedback. You can then refine your map and work your way down to the smaller details, all the time getting relevant feedback as you work. This new way of doing things gives you full control over the world you are shaping, while at the same time handling all of the tedious details for you so that you can focus on being creative.

Not only does WorldKit revolutionize your workflow, but it does it fast. Very fast! To generate a fully detailed world of approximately sixty-four square kilometers, it takes WorldKit about twelve seconds on a reasonably fast computer. An equivalent world using older, more traditional approaches, could take upwards of five minutes to generate on similar hardware. WorldKit achieves part of this by using smart and modern algorithms that take full advantage of multi-core CPUs. The other part of the speed comes from leveraging the power of modern GPUs where it can.

We hope you find WorldKit as enjoyable and productive to use as we do. We can't wait to see what you build with it!

No node-graph spaghetti! WorldKit completely reinvents the way you generate landforms. It does not rely solely on random fractals, alpha masks, and bitmap filters. You can directly shape your world using intuitive paint-like tools instead of having to build a complex node graph-out of various bitmaps, filters, and masks.
No node-graph spaghetti! WorldKit completely reinvents the way you generate landforms. It does not rely solely on random fractals, alpha masks, and bitmap filters. You can directly shape your world using intuitive paint-like tools instead of having to build a complex node graph-out of various bitmaps, filters, and masks.

Features

  •  Immediate: Generate limitless variations of plausible and attractive land bodies with the click of a button, and see results immediately.
Generate limitless variations of plausible and attractive land bodies with the click of a button, and see results immediately.
Generate limitless variations of plausible and attractive land bodies with the click of a button, and see results immediately.
  •  Customizable: Customize your geography using friendly and intuitive paint-like techniques, and have your map instantly updated while you work.
Customize your geography using friendly and intuitive paint-like techniques, and have your map instantly updated while you work.
Customize your geography using friendly and intuitive paint-like techniques, and have your map instantly updated while you work.
  •  Detailed: Add elevated details to your map for mountain ranges or cut-out sections for river valleys as easily as drawing lines. WorldKit even smooths out the edges for you to help you create realistic looking features.
Add elevated details to your map for mountain ranges or cut-out sections for river valleys as easily as drawing lines. WorldKit even smooths out the edges for you to help you create realistic looking features.
Add elevated details to your map for mountain ranges or cut-out sections for river valleys as easily as drawing lines. WorldKit even smooths out the edges for you to help you create realistic looking features.
  •  Friendly: If you don't like a change you made or just want to go back and tweak a feature, WorldKit makes it easy by maintaining a separate work history for your land regions, river and mountain splines, and biome regions. Quickly switch between working on each category as you like without worrying about losing your work.
  •  Unique: Have WorldKit generate unique and engaging biome systems for you based on the scale of your world and the number of biomes you'd like, by clicking a button and see the results overlaid on your land bodies in real-time.
Have WorldKit generate unique and engaging biome systems for you based on the scale of your world and the number of biomes you'd like, by clicking a button and see the results overlaid on your land bodies in real-time.
Have WorldKit generate unique and engaging biome systems for you based on the scale of your world and the number of biomes you'd like, by clicking a button and see the results overlaid on your land bodies in real-time.
  •  Helpful: Use up to sixty-four unique biomes on a map and sketch them in quickly with a simple brush tool. As you draw, WorldKit fills in cells on a generated cell graph to keep your edges looking organic, so you don't have to be a master artist.
Use up to sixty-four unique biomes on a map and sketch them in quickly with a simple brush tool. As you draw, WorldKit fills in cells on a generated cell graph to keep your edges looking organic, so you don't have to be a master artist.
Use up to sixty-four unique biomes on a map and sketch them in quickly with a simple brush tool. As you draw, WorldKit fills in cells on a generated cell graph to keep your edges looking organic, so you don't have to be a master artist.
  •  Powerful: WorldKit builds a triangulated terrain mesh of upwards of two million polygons and avoids the gridlock suffered from other bitmap based approaches since the terrain is not constrained to a square lattice.
WorldKit builds a triangulated terrain mesh of upwards of two million polygons and avoids the gridlock suffered from other bitmap based approaches since the terrain is not constrained to a square lattice.
WorldKit builds a triangulated terrain mesh of upwards of two million polygons and avoids the gridlock suffered from other bitmap based approaches since the terrain is not constrained to a square lattice.
  •  Beautiful: See the results of your generated terrain in about twelve seconds in shaded 3D. Zoom-in and fly around over your world to get a feel for it up close. 
See the results of your generated terrain in about twelve seconds in shaded 3D. Zoom-in and fly around over your world to get a feel for it up close.
See the results of your generated terrain in about twelve seconds in shaded 3D. Zoom-in and fly around over your world to get a feel for it up close.
  •  Deep: WorldKit doesn't stop at the coastline. It generates a fully detailed underwater landscape to conform to the shape of your shoreline. By using an entirely separate and customized algorithm to produce the underwater portion of the map WorldKit creates stunning detailed seabeds to explore.
WorldKit doesn't stop at the coastline. It generates a fully detailed underwater landscape to conform to the shape of your shoreline. By using an entirely separate and customized algorithm to produce the underwater portion of the map WorldKit creates stunning detailed seabeds to explore.
WorldKit doesn't stop at the coastline. It generates a fully detailed underwater landscape to conform to the shape of your shoreline. By using an entirely separate and customized algorithm to produce the underwater portion of the map WorldKit creates stunning detailed seabeds to explore.
  •  Easy: Export your maps easily as sixteen-bit grey-scale png images for seamless import into your game engine or 3D package of choice.
Export your maps easily as sixteen-bit grey-scale png images for seamless import into your game engine or 3D package of choice.
Export your maps easily as sixteen-bit grey-scale png images for seamless import into your game engine or 3D package of choice.
  •  Scalable: Exported maps are incredibly detailed and realistic, while still allowing for scale-compression to keep your world engaging and fun at game friendly dimensions.
Exported maps are incredibly detailed and realistic, while still allowing for scale-compression to keep your world engaging and fun at game friendly dimensions.
Exported maps are incredibly detailed and realistic, while still allowing for scale-compression to keep your world engaging and fun at game friendly dimensions.
  •  Unlimited: If you need absolute control over your world at the most detailed level, you can import custom input to control precisely how your world gets formed, at the expense of a little more time and complexity. If you only need this level of control for a tiny portion of your world, you can mix and match approaches seamlessly.

Why is WorldKit on Kickstarter? 

The following question is the most frequently asked question to the point that it needs to be in the description in addition to the FAQ:

Q: Why does WorldKit need a Kickstarter campaign, and what is the funding going towards if WorldKit is already a beta ready product?

A: The reason for the WorldKit Kickstarter is to raise funds to build a team to support, maintain and continue development of WorldKit after it is released. The funds will go towards establishing a company to support WorldKit and hiring developers and support staff.

Technology

Parallel, GPU first

WorldKit was designed to take full advantage of modern GPUs and multi-core CPUs. It uses the video card wherever it can when the algorithm involves handling triangles or processing matrices of values that can be represented as textures and computed in parallel. Additionally, WorldKit does tasks like exporting multiple files at the same time, in a non-blocking manner that allows it to handle many exports simultaneously. The parallel and non-blocking architecture keeps the CPU as busy as possible which reduces the amount of time you spend waiting for things to generate or export.                         

Mesh-based

WorldKit uses mesh-based algorithms at its core. Many current terrain generation techniques rely purely on array or texture based implementations in a square grid. Such a setup has some benefits to the simplicity of the algorithm and ease of coding. However, there are some drawbacks as well. Most terrain generation techniques involve simulating some geological processes such as different types of erosion. In real life, these processes do not conform to a square grid. When the simulations used in terrain generation are constrained to squares, they can only simulate the movement of soil or fluid at 90-degree increments or 45-degrees if you account for the diagonals. If the resolution of the simulation is insufficient to make up for this deficiency, it can lead to odd artifacts in the result since all erosion canals run in very regular directions. You must use a high enough resolution in your simulation to hide this shortcoming, and you must make sure your algorithms account for this effect at a larger scale to make sure that too many pixels in a sequence don't follow the same direction precisely at 90-degrees or 45-degrees with higher than expected frequency.                         

Using a mesh-based approach allows WorldKit to work with semi-randomly distributed terrain points at random angles from each other. Random angles more accurately mimic the possible directions that soil or fluid may follow in real life during processes like erosion. Using this approach, WorldKit can achieve higher quality results, without artifacts, while still using a lower resolution graph to perform its computations. To sum up, by using a mesh-based system, WorldKit can produce better quality results in less time than it could if it used a traditional texture based approach instead.                         

Easy to drive

One of the core concepts driving the technology behind WorldKit is the idea that user input comes first, and has a direct, predictable impact on the output. Often terrain generation systems start with a random seed which produces some multi-octave noise, like Perlin noise for example. This noise creates a pattern that could somewhat represent what terrain would look like if it was freshly deposited space rocks with no geological forces acting on them yet. The low elevation portions of the pattern become the bottom of the ocean, and high elevation points become the mountain tops. All of the points in the terrain that are at some height in the middle make up the coastline. As you can probably imagine, this is a pretty hard thing to control. Any change to the seed will produce wildly different results, with no correlation to a previous seed. Getting the shape of land bodies you want can take a lot of work and trial and error. If you would like to have a specific land shape and also have mountains and valleys and rivers in spots that you chose it is close to impossible using only the random seed. You'll probably need to resort to hand painting or masks.                         

WorldKit does this in reverse. Instead of starting with random noise and letting your mountains and rivers fall where they may, WorldKit turns the process around and starts from the land bodies. Given an approximate land shape that you want and approximate locations for mountains and rivers WorldKit will figure out what plausible terrain might fill in the empty-space around those features. This reversed algorithm makes it very simple for a user to control the output. The correlation between the landforms you choose and the output you get is direct and easy to see. The placement of different biomes such as mountains is easy to control while still allowing for realistic looking output. Simply put, you can intuitively tell WorldKit, "this area is mountains, but do whatever you need to do to make them look good." It's easy, fast and highly tweakable. 

Getting started

Step 1

Create a new project

Create a new project by clicking on New project, or by selecting the File > New project menu option. The keyboard shortcut is Ctrl-N

Step 2

Generate regions

Generate some regions by clicking on Generate or Generate random under the Edit regions panel. If you change the Seed value, you will get a different shape.

Step 3

Generate biomes

Generate some biomes by clicking on Generate or Generate random under the Edit biomes panel. If you change the Seed value, you will get a different arrangement.

Step 4

Build the mesh

Build the terrain mesh by clicking on Build mesh near the bottom of the left hand panel. WorldKit will take some time to generate the terrain mesh. You will see a timer counting up. On reasonable hardware it should take somewhere between ten and twenty seconds. Hit ESC to cancel any time.

Step 5

Explore

Explore your world in the 3D viewport to make sure it's ready for export. You can rotate the terrain on the X and Y axes by clicking near the middle of the viewport and dragging horizontally or vertically. Rotate on the Z axis by clicking near the edge of the viewport and dragging around clockwise or counter-clockwise. Move the mesh around by right clicking and dragging. Zoom in and out using the scroll wheel.                                                 

Alternatively, you can enter free camera mode by holding both the left and right mouse buttons simultaneously. In free camera mode you can aim the camera with the mouse and move using the W, A, S, D, Shift and Space keys. You can roll the camera using the Q and E keys. If you click the + in the top left corner of the viewport you will find more options for viewing your terrain.

Step 6

Export

If you are happy with your world then you are ready to export the maps for use in your game engine or 3D program of choice. Select the File > Export maps menu option. The keyboard shortcut is Ctrl-E.                                                 

On the export panel select the Base name for your exports. The name should not include an extension or map type. File names will be automatically filled for all the possible export types using the Base name and Output size if applicable. Toggle the files you would like exported, and select the Output size you would like.

Alternatively, if you only want one or two files exported or you want complete control over the file names, you could leave Base name toggled off, and select the individual files to export. While Base name is toggled on, changes to it, or changes to Output size will automatically update the individual export file names.

When you are ready to export click the Export button. You will see a timer counting up. On reasonable hardware it should take somewhere between twenty-five and forty seconds. Hit ESC to cancel any time.

System requirements

Minimum specs

  •  Operating System: Windows 10 64-bit
  •  CPU: Intel i5/i7 2-core or AMD equivalent
  •  Memory: 8 GB
  •  Hard drive: 10 GB free-space
  •  Video card: Nvidia GeForce GTX 970 or better with 4GB VRAM or more* 
  •  Monitor: 1920x1080 resolution or higher with 32-bit color             

Recommended specs

  •  Operating System: Windows 10 64-bit
  •  CPU: Intel i7 4-core
  •  Memory: 16 GB or more
  •  Hard drive: 10 GB free-space
  •  Video card: Nvidia GeForce GTX 1060 or better with 6GB VRAM or more* 
  •  Monitor: 1920x1080 resolution or higher with 32-bit color

*Note that only Nvidia GeForce video cards are supported. AMD/ATI and Intel cards are NOT supported currently. They may never be supported if demand is not high enough.

Media

Screenshots

Output Examples

An example elevation map. Actual elevation maps are 16-bit lossless.
An example elevation map. Actual elevation maps are 16-bit lossless.
An example normal map.
An example normal map.
An example slope map. Lighter areas are closer to 90-degrees and darker areas are closer to 0-degrees.
An example slope map. Lighter areas are closer to 90-degrees and darker areas are closer to 0-degrees.
An example soil density map. Lighter areas are closer to solid rock and darker areas are closer to sand or soft dirt.
An example soil density map. Lighter areas are closer to solid rock and darker areas are closer to sand or soft dirt.
An example of a water flow map. Levels are adjusted for clarity. Actual flow maps contain the water flow value for every point, but the human eye is not sensitive enough to perceive the entire range. Actual flow maps are 16-bit lossless.
An example of a water flow map. Levels are adjusted for clarity. Actual flow maps contain the water flow value for every point, but the human eye is not sensitive enough to perceive the entire range. Actual flow maps are 16-bit lossless.
An example land mask. White areas represent land. Black areas represent water.
An example land mask. White areas represent land. Black areas represent water.
An example biome mask. Each gray value represents a different biome. Levels are adjusted for clarity. All 7 values are close to black in the actual export (0-6 out of 255).
An example biome mask. Each gray value represents a different biome. Levels are adjusted for clarity. All 7 values are close to black in the actual export (0-6 out of 255).
An example river line map. The nodes in the top 10% from the flow map are drawn as lines. Levels adjusted for clarity. Actual river line maps are 16-bit lossless distance fields.
An example river line map. The nodes in the top 10% from the flow map are drawn as lines. Levels adjusted for clarity. Actual river line maps are 16-bit lossless distance fields.
An example peak map. The local highest points are given as chevrons where the size of the chevron is determined by the relative height of the peak. Levels adjusted for clarity. Actual peak maps are 16-bit lossless distance fields.
An example peak map. The local highest points are given as chevrons where the size of the chevron is determined by the relative height of the peak. Levels adjusted for clarity. Actual peak maps are 16-bit lossless distance fields.
An example coastal border map. Levels adjusted for clarity. Actual coastal border maps are 16-bit lossless distance fields.
An example coastal border map. Levels adjusted for clarity. Actual coastal border maps are 16-bit lossless distance fields.
An example river border map. Levels adjusted for clarity. Actual river border maps are 16-bit lossless distance fields.
An example river border map. Levels adjusted for clarity. Actual river border maps are 16-bit lossless distance fields.
An example mountain border map. Levels adjusted for clarity. Actual mountain border maps are 16-bit lossless distance fields.
An example mountain border map. Levels adjusted for clarity. Actual mountain border maps are 16-bit lossless distance fields.
An example biome border map. Levels adjusted for clarity. Actual biome border maps are 16-bit lossless distance fields.
An example biome border map. Levels adjusted for clarity. Actual biome border maps are 16-bit lossless distance fields.

Example Composites

An example composite of a land mask, coastal border map, peak map and river line map. Levels, invert, multiply and screen operations were used to combine the original exports.
An example composite of a land mask, coastal border map, peak map and river line map. Levels, invert, multiply and screen operations were used to combine the original exports.
An example composite of a land mask, coastal border map, peak map, river line map, river border map and mountain border map. Solid colors, levels, invert, multiply, screen and mask operations were used to combine the original exports.
An example composite of a land mask, coastal border map, peak map, river line map, river border map and mountain border map. Solid colors, levels, invert, multiply, screen and mask operations were used to combine the original exports.
An example composite of the red and green channels of a normal map with a land mask. Multiply, screen, overlay and mask operations were used to combine the original exports.
An example composite of the red and green channels of a normal map with a land mask. Multiply, screen, overlay and mask operations were used to combine the original exports.
An example composite of an elevation map, normal map, slope map, soil density map, water flow map, land mask, biome mask, coastal border map and biome border map. Solid colors, levels, invert, multiply, screen, overlay, mask and Gaussian blur operations were used to combine the original exports.
An example composite of an elevation map, normal map, slope map, soil density map, water flow map, land mask, biome mask, coastal border map and biome border map. Solid colors, levels, invert, multiply, screen, overlay, mask and Gaussian blur operations were used to combine the original exports.

Example Project Using WorldKit

WorldKit Alpha was used as the terrain tool for building RoboGenesis, an up and coming video game.

WorldKit Screenshots of RoboGenesis World

The WorldKit project used to build the world in RoboGenesis.
The WorldKit project used to build the world in RoboGenesis.
It took about 35 seconds to generate the world used in RoboGenesis due to the intricacy and extent of the landscape.
It took about 35 seconds to generate the world used in RoboGenesis due to the intricacy and extent of the landscape.
Here is what the world looks like without the elevation colors.
Here is what the world looks like without the elevation colors.
A perspective view of the world.
A perspective view of the world.

In Engine Screenshots of RoboGenesis World

Here is a screenshot of the world in engine. The world is roughly 64 square kilometers but is meant to feel much larger.
Here is a screenshot of the world in engine. The world is roughly 64 square kilometers but is meant to feel much larger.
The central islands in the world.
The central islands in the world.
The alpine biome.
The alpine biome.
A closer look at canyon terraces.
A closer look at canyon terraces.
A closer look at a canyon biome waterfall and terracing.
A closer look at a canyon biome waterfall and terracing.

In the interest of full transparency, here is a list of other content used in the RoboGenesis screenshots to show off the terrain.

  • Custom atmospherics
  • Custom fog shader
  • Custom water shader
  • Textures from Quixel Mixer
  • Foliage from SpeedTree
  • Lighting and shadows in Unreal Engine

The entire world for RoboGenesis took about two hours of work to design in WorldKit. All of the basic landforms and terrain were there on export from WorldKit. About 10 hours were spent in Unreal Engine tweaking and modifying the terrain to be suitable for gameplay. Modifications included better definition and refining of rivers, smoothing of shorelines, adding ramps to get between some terrain levels, addition of lakes in some areas and smoothing minor anomalies in the terrain.

Here is a link to a video showing more of the RoboGenesis world: https://youtu.be/k915H_0Uy1A

Risks and challenges

There are no risks. The software is 95% complete with only improvements and bug-fixes necessary. The working Alpha build was already used to create a large scale game world in a production setting. This is essentially a beta-ready finished product with only final polish needed.

Learn about accountability on Kickstarter

Questions about this project? Check out the FAQ

Support

  1. Select this reward

    Pledge CA$ 73 or more About $55

    Single user license for WorldKit - Early

    Be one of the first to try out WorldKit and give feedback. For the first 3500 early adopters. 45% off the commercial release price. Get early access to the Alpha and Beta builds of WorldKit, and a single user license to version 1.x on release. Expected availability of first Alpha build is March 2019.

    Includes:
    • A single user license for WorldKit
    • Access to Alpha builds
    • Access to Beta builds
    Less
    Estimated delivery
    Limited 21 backers
    CA$
    Kickstarter is not a store.

    It's a way to bring creative projects to life.

    Learn more about accountability.
  2. Select this reward

    Pledge CA$ 119 or more About $89

    Single user license for WorldKit - Basic

    Try out WorldKit before commercial release with access to the Beta. Only for Kickstarter backers. 10% off the commercial release price. Get early access to the Beta builds of WorldKit, and a single user license to version 1.x on release. Expected availability of first Beta build is July 2019.

    Includes:
    • A single user license for WorldKit
    • Access to Beta builds
    Less
    Estimated delivery
    0 backers
    CA$
    Kickstarter is not a store.

    It's a way to bring creative projects to life.

    Learn more about accountability.

Funding period

- (26 days)