louis-e / arnis
git clone https://github.com/louis-e/arnis.git
v3.3.0 · 17d ago
Generate any location from the real world in Minecraft with a high level of detail.
+9
stars, 24h · #1,623
+~63
stars, 7 days · #2,045
+~270
stars, 30 days · #1,958
18k
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1.5k
forks · 101 open issues
Star history (as recorded here)
LanguageRust
LicenseApache-2.0
Created2022-09-10 (4y ago)
Last pushtoday
Watchers67
OwnerUser
GitHub topics
Links
- GitHub: github.com/louis-e/arnis
- Homepage: https://arnismc.com/
- Releases · Issues · Hacker News mentions
README excerpt
# Arnis Arnis creates complex and accurate Minecraft Java Edition (1.17+), Bedrock Edition, and Luanti (Minetest) worlds that reflect real-world geography, topography, and architecture. This free and open source project is designed to handle large-scale geographic data from the real world and generate detailed Minecraft worlds. The algorithm processes geospatial data from OpenStreetMap as well as elevation data to create an accurate Minecraft representation of terrain and architecture. Generate your hometown, big cities, and natural landscapes with ease! _**Want mobile generation or larger map sizes?** MapSmith generates worlds in your browser, no install required._ This GitHub page and arnismc.com are the only official project websites. Do not download Arnis from any other website. ## :keyboard: Usage Download the latest release or compile the project on your own. Choose your area on the map using the rectangle tool and select your Minecraft world - then simply click on Start Generation ! Additionally, you can customize various generation settings, such as world scale, spawn point, or building interior generation. ## 📚 Documentation Full documentation is available in the GitHub Wiki, covering topics such as technical explanations, FAQs, contribution guidelines and roadmaps. backgroundvid.webm ## :trophy: Open Source #### Key objectives of this project - **Modularity**: Ensure that all components (e.g., data fetching, processing, and world generation) are cleanly separated into distinct modules for better maintainability and scalability. - **Performance Optimization**: We aim to maintain strong performance and fast world generation. - **Comprehensive Documentation**: Detailed in-code documentation for a clear structure and logic. - **User-Friendly Experience**: Focus on making the project easy to use for end users. - **Cross-Platform Support**: We want this project to run smoothly on Windows, macOS, and Linux. #### How to contribute This project is open source and welcomes contributions from everyone! Whether you're interested in fixing bugs, improving performance, adding new features, or enhancing documentation, your input is valuable. Simply fork the repository, make your changes, and submit a pull request. Please respect the above-mentioned key objectives. Contributions of all levels are appreciated, and your efforts help improve this tool for everyone. Command line Build: [code] GUI Build: [code] `--mode` selects what gets generated, mirroring the GUI's generation mode dropdown: | Mode | Result | | --- | --- | | `geo-terrain` (default) | Buildings, roads and other OSM objects on real elevation terrain | | `geo-only` | OSM objects on flat ground | | `terrain-only` | Real elevation terrain with OpenStreetMap water and nature, but no buildings, roads or other man-made objects (`--overture` has no effect). Built-up land and fields turn back into the natural cover around them, and bridges and piers into the water they cross | | `blueprint` |