Very cool!
Procedural Generation
A community to discuss and share anything procedural generation related, for example game worlds and assets, or simulations whether scientific or ludic.
From Wikipedia:
Procedural generation is a method of creating data algorithmically as opposed to manually, typically through a combination of human-generated assets and algorithms coupled with computer-generated randomness and processing power.
Why thank you! :D
Nice, I'm curious as to why you felt the need of both aridity and humidity sliders, are there biomes where these have opposite values, or it's just for lets say lakes? (Btw I was waiting for this community, thanks for opening it!)
Sorry for replying so late!
Basically there are two threshold values: one above which the zone is considered humid, and one below which it's considered arid (and naturally it's temperate otherwise).
I'm glad someone's decided to come partake! :D