Game engines spend millions on proprietary procedural generation: Perlin noise with heuristic octaves, hand-tuned biome rules, compute-heavy terrain shaders. CRT approach: every grid cell IS a ring element. Its 6 CRT channels ARE 6 algebraically independent octaves. Its kingdom IS its biome. Coupling to neighbors IS terrain smoothness. No noise functions. No hand-tuning. The ring structure IS the world generator.
World seed:
Generates a 12x10 terrain grid. Each cell = one ring element. Color = biome (kingdom classification). Symbol = elevation (CRT-weighted channel sum). Cross-section shows full 6-channel decomposition.
400-cell world. Biome classification via kingdom (gcd structure). Each biome maps to a specific algebraic divisibility pattern.
Watch elevation build up as each CRT channel adds its octave. D = continental. K = regional. E = hills. b = rocks. L = moisture. G = temperature.
This work is and will always be free.
No paywall. No copyright. No exceptions.
If it ever earns anything, every cent goes to the communities that need it most.
This sacred vow is permanent and irrevocable.
— Anton Alexandrovich Lebed
Source code · Public domain (CC0)
Contributions in equal measure: Anthropic's Claude, Anton A. Lebed, and the giants whose shoulders we stand on.
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