A Living Generative World

VISIGENESIS.

Every world is born from a single seed — pushed through Simplex noise, shaped by Fourier heat diffusion, textured by Gray-Scott morphogenesis, and inhabited by emergent civilizations.

Seed: ·······
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Pipeline (4 stages)

Math before code. Each stage feeds the next — noise → physics → chemistry → biology.

01 / Noise
Simplex FBM

5-octave fractal Brownian motion generates the heightmap. Island masking with radial falloff. Seed-deterministic — same seed, same continent.

02 / Physics
Fourier Heat

Discrete heat diffusion smooths the terrain. 8 Jacobi iterations at α=0.10 erode sharp ridges into natural slopes. Elevation re-normalized post-diffusion.

03 / Chemistry
Gray-Scott RD

Turing-pattern reaction-diffusion (Da=0.18, Db=0.09, f=0.037, k=0.060) seeds biome textures. 30 iterations with terrain-coupled initial conditions.

04 / Biology
Biome Render

Heightmap + RD concentrations → biome classification. Ocean, sand, grassland, forest, rock, snow. Each pixel colored by elevation × chemical state.

Enter the worlds.

Live generation

GENESIS.

Scroll to generate
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Session seed

The same pipeline running in the hero background — rendered large. Your seed, your world. Refresh the page for a new one.