Tavotto
AI drew your research figure. Tavotto makes it publication-ready: edit matplotlib figures on a canvas, lay out in mm, check journal rules. Free, open source.
翻译准备中
尚未检测到更新。GitHub 发布版本后会显示在这里。
个人 GitHub 账号下公开仓库的所有者可以登录并验证所有权,自行管理介绍,无需管理员批准。
登录并生成验证文件,在 30 分钟内将其提交到此仓库的默认分支。其他分支或分叉仓库中的文件无效。然后在下方检查文件,即可无需管理员批准直接管理项目。请保留文件以维持管理权限。
如需登录,将前往登录页面。登录后请回到此处,再次点击所选的验证按钮。
在项目文件夹中运行 /nomorevibe verify,即可验证所有权并自行管理介绍。
一分钟完成验证Draw fantasy maps from an empty ocean: a draw-first take on Azgaar's Fantasy Map Generator
翻译准备中
取自仓库 README
正在加载完整 README。 以下为已保存的摘录。
A draw-first take on Azgaar's Fantasy Map Generator: start from an empty ocean and draw the world yourself, with
fast tools, instead of generating a random map and editing it.
• Blank start: a new map is an empty ocean; the last saved map reopens on start-up.
• Tool palette on the left, one key per tool:查看完整 README ↗A draw-first take on Azgaar's Fantasy Map Generator: start from an empty ocean and draw the world yourself, with fast tools, instead of generating a random map and editing it.
Live: apcaruso.github.io/mapdrawer
Blank start: a new map is an empty ocean; the last saved map reopens on start-up.
Tool palette on the left, one key per tool:
| Key | Tool | Key | Tool |
|---|---|---|---|
| V | Select | S | States |
| B | Land brush | P | Provinces |
| E | Sea brush (lakes inside land) | C | Cultures |
| L | Lasso (Alt carves sea) | R | Religions |
| H / D | Raise / lower | G | Biomes |
| F | Smooth | I | Relief icons |
| M | Mountain range | W | River |
| U | Burg | O | Route |
| T | Label | K | Marker |
Map views at the bottom left (Physical, Political, Provinces, Cultures, Religions, Biomes); the view follows the tool.
Painting states, provinces, cultures and religions: drag to paint, "+ New" founds one, the swatch changes its color, Expand grows them over unclaimed land.
Undo and redo for every tool: Ctrl + Z, Ctrl + Shift + Z.
Economy, markets, trade, military and journeys are kept out of the interface. The fork's plan and progress are in docs/fork/ROADMAP.md (Italian).
MapDrawer is based on Fantasy Map Generator by Max Haniyeu (Azgaar), released under the MIT License. It is an independent project: report its issues here, not upstream.
The original README follows.
Azgaar's Fantasy Map Generator is a free web application that helps fantasy writers, game masters, and cartographers create and edit fantasy maps.
Link: azgaar.github.io/Fantasy-Map-Generator.
Refer to the project wiki for guidance. Development is tracked on the FMG dev board. Some details are covered in my old blog Fantasy Maps for fun and glory.
Join our Discord server and Reddit community to share your creations, discuss the Generator, suggest ideas and get the most recent updates.
Report bugs with the bug report form, suggest features in Ideas discussions, and ask usage questions in Q&A. Search existing reports first. For bugs, include your FMG version, browser/OS, reproduction steps and an affected .map file in a ZIP archive when relevant. For ideas, explain the problem and your use case.
In Discord, use #fmg-bugs or #fmg-suggestions; the assistant's /bug and /idea commands, when available, open forms for moderator review before GitHub submission. Asking the assistant a question does not file a report. See reporting instructions and examples.
Contact me via email for non-public suggestions. For performance problems, first check the performance tips.
You can support the project on Patreon.
Inspiration:
Martin O'Leary's Generating fantasy maps
Amit Patel's Polygonal Map Generation for Games
Scott Turner's Here Dragons Abound
Installers for Linux, Windows and macOS are attached to each release. Nix users can build the same app from the flake instead — see Install with Nix:
nix run github:Azgaar/Fantasy-Map-Generator
Pull requests are highly welcomed. The codebase is messy and I will appreciate if you start with minor changes. Check out the data model before contributing.
The codebase is gradually transitioning from vanilla JavaScript to TypeScript while maintaining compatibility with the existing generation pipeline and old .map user files.
The expected future architecture is based on a separation between world data, procedural generation, interactive editing, and rendering. The application is conceptually divided into four main layers: world data and styles (state), generators (model), editors (controllers), renderers (view).
Flow: settings → generators → world data → renderer UI → editors → world data → renderer.
The data layer must contain no logic and no rendering code. Generators implement the procedural world simulation. Editors implement interactive editing tools used by the user. They perform controlled mutations of the world state. Editors can be viewed as interactive generators. The renderer converts the world state into SVG or WebGl graphics. Renderer must be pure visualization step and not modify world data.