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Terrain Forge is a procedural map generation addon for Godot 4.6 that writes elevation, biomes, rivers, locations, roads and connectivity straight into your grid. It is deterministic end to end: the same seed produces the same map, bit for bit, in the editor, in CI or on a server.

From the maker of Hex Strategy Map: its map generator, extracted, extended, and set free from the hex grid.

What you get

  • Determinism you can ship. All randomness flows through seeded sub-streams (splitmix64); Godot's global RNG is never touched, guarded by a regression test, not by convention. Share seeds with players, reproduce a bug report from a number, regenerate idempotently (no rivers piling up on re-runs).
  • Hex, squares, or your own topology. 4/8-connected squares built in with zero dependencies; hex via the FREE tier of Hex Strategy Map; custom grids behind the GridTopology port (about 16 virtuals to override).
  • A pipeline you can steer. Nine injectable stages (elevation, moisture, falloff, classify, smooth, rivers, locations, roads, connectivity). Reorder them, drop what you don't want, or pass your own Callables; classify_fn and road_cost_fn hooks for your game's rules.
  • Rivers, cities and roads with intent. Downhill-biased rivers, terrain-filtered locations with spacing, MST + Dijkstra roads that bridge water, and connectivity repair that carves corridors so every land cell is reachable by construction.
  • Pathfinding on any topology. GridSearch.find_path / find_reachable / find_path_astar with terrain and river/road edge costs, deterministic tie-breaks, cost parity with the host's searcher frozen by test.
  • Serializable snapshots. Save and re-materialize the exact same map on any topology with the same dimensions.

Proven, not promised

188 test cases across 14 gdUnit4 suites run headless on every push and pull request: determinism, RNG isolation, bit-for-bit parity with Hex Strategy Map's generator (negative seeds included), regeneration idempotency, connectivity, architecture boundaries. Performance on the dev machine: a 250x250 map (62,500 cells) through the full pipeline takes about 2.6 s; the interactive demo (26x16) regenerates in under 50 ms.

License, plainly

The default license is GNU AGPL v3.0: free, source available. You only need this purchase if the AGPL does not fit your project. The commercial license is perpetual, granted to one individual or legal entity, and covers unlimited personal or commercial projects, open or closed source, including server-side generation, with no royalties. What it does not allow: redistributing or reselling Terrain Forge itself as a standalone plugin. Same code in both distributions, verified identical at packaging (sha256). Not sure which side you fall on? Ask first: islasjavieralf@gmail.com.

Requirements

  • Godot 4.6+ (GDScript). Square mode has zero dependencies.
  • Hex mode additionally needs Hex Strategy Map; the FREE tier is enough (PRO modules are never touched).

You will get (terrain_forge_commercial.zip)

  • The addon under the perpetual commercial license (LICENSE_COMMERCIAL.md included)
  • API reference and getting-started guide (addons/terrain_forge/docs/)
  • Two runnable example projects: the interactive forge demo (about 40 parameters exposed) and a standalone squares demo
  • Updates within v1.x

Links

Purchase

Get this tool and 1 more for $47.50 USD
View bundle
Buy Now$20.00 USD or more

In order to download this tool you must purchase it at or above the minimum price of $20 USD. You will get access to the following files:

terrain_forge_commercial.zip 78 kB

Development log

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