Generate card number. Generating polygonal maps for games

Attention! The presented credit card generator creates only fake credit card numbers according to the Luhn algorithm. Using this data in stores will not lead to anything. Only for those who understand what is at stake. For personal use, at your own risk. Have a suggestion or found a bug? Write in the comments, we will fix it.

Analysis of settings

The credit card number generator itself is very easy to learn, and most importantly - completely online, but just in case, let's go over the possible settings.

Template selection

Two possibilities are presented here at once - a choice based on an existing list and manual creation of a template.

Let's run through the list. The first item is the parameter "Random Map". In fact, the map is not completely random, but is only generated based on the templates in the list. But each time the templates are generated, they are chosen randomly.

You can also select any template from the list. Templates are given only for example, for the most part only manual generation is used. There are additional add-ons for Visa and MasterCard. By the way, if you notice, it is no longer represented, but we hope it will not be needed. But if someone suddenly needs to dilute the list with their bins, please ask in the comments.

Let's move on to manual generation, the most interesting moment. The card number is given in the format:

Everything is reasonable - 16 digits, separated into groups by spaces. Instead of "X" we freely enter our numbers. And the Luhn-based algorithm will already look for the correct numbers for the free fields (I hope you know that the card number is not completely random and has a control check). When choosing a template from the list, pay attention to how this field will rebuild itself.

Output settings

All other settings directly affect only the output.

Separator provided in 3 formats: space, - (hyphen), no delimiter. Affects the output format of the card number - we set it as it is more convenient for anyone. According to the classics, the card number on the bank card itself is separated only by spaces.

Quantity– determines how many cards should be generated for output.

Format. Several formats are provided for different needs. The simplest is CSV, for use in plain text or spreadsheet format. Nothing complicated. For special needs, JSON, SQL, XML formats have been introduced.

check marks EXP and CVV are responsible for the need to generate an expiration date and a map (on the back). By default, they are displayed, also use according to your needs. Usually, the card number is also enough, besides, no format checks are imposed on the expiration date and the code.

These are the values ​​we are talking about.

Can you add your own function?

And let's repeat it again. Would you like to add your own addition or found some mistake? Feel free to write in the comments. Together we will create a cool and convenient solution for everyone. And while we use it. I hope you know what to do with it. And remember - this is just a fake. You need to know how to apply them.

Updates

August 26, 2018 Now, if you check the “Full name” checkbox, the owner’s name will be generated for the cards using the “IVAN IVANOV” template. For the list, TOP25 male and female names, as well as TOP50 surnames were taken. Let's try!

November 17, 2018 Fixed a bug due to which some cards did not get into the random generator. The checkbox “In order” was added as a bonus - when it is set according to the template, the first random map is generated and from it all the maps are further in order according to the Luhn algorithm.

A credit card generator is a program that, using a special mathematical formula, is able to generate a payment instrument number. It can be downloaded from the Internet or use the online version. It is worth learning more about what it is for.

The meaning of credit card numbers

Top Credit Card Deals:

The best loan offers:

All credit cards have a 16-digit number that is generated using a similar program, this allows you to identify a credit card according to different criteria.

The first digit indicates the type of activity of the institution or industry for which the card was issued:

  • 1 and 2 - airlines;
  • 3 - tourism and entertainment business;
  • 4 - Visa payment system;
  • 5 - MasterCard payment system;
  • 6 - financial organizations;
  • 7 - companies in the oil industry;
  • 8 - telecommunication companies;
  • 9 - domestic enterprises.

The next 5 digits correspond to the TIN of the institution that services and issues this credit card. Then, starting with the 7th and ending with the 15th digit, the owner's account in a particular organization is displayed.

The last, 16th, figure allows you to identify inconsistencies and erroneous information of all the first 15 thanks to the Luhn algorithm, developed in 1954.

Why do you need a credit card generator?

Generated numbers for credit cards.

The generator allows you to generate either an existing credit card number, or one with which it will be issued in the future. According to statistics, the most popular of them among users are Visa and MasterCard.

However, having a credit card number generated by the program does not mean that you can make purchases or withdraw funds from your account. For the security of all online payment transactions, there are additional security systems, such as CVV code, owner data and expiration date.

Teenagers mainly use the credit card number generator to go to certain sites where they need to go through a paid registration or pay for membership in various communities. Also, this algorithm is often used to test various programs. It looks like this.

The requirement to enter a credit card number is provided by the developers of various services to confirm the age of their visitors.

As practice shows, the demand for a credit card generator allowed a new offer from scammers to appear. They offer to purchase a similar program with allegedly valid numbers of these banking products with information about their owners for a lot of money. However, such bases are actually impossible to buy. Fraudsters who could create a database with real data would be held criminally liable.

Here is an example of random points (red) and polygons created from them:

The shapes and sizes of the polygons are quite uneven. Random numbers are more "clunky" than people usually expect. I wanted to achieve something closer to semi-random "blue noise" or pseudo-randomness, rather than random dots. I got close to the desired result with a variant of Lloyd's algorithm, which is a fairly simple way to distribute random points more evenly. Lloyd's algorithm replaces each point with a polygon centroid. In my code, I barely average the corners (see improveRandomPoints). Here is the result of applying Lloyd's approximation twice:

Source

I posted the Actionscript sources under the MIT license, they are available on github . If you can read Java or Javascript, then I think you can understand Actionscript as well. I don't expect the code to be immediately useful to everyone, but it can be a good starting point if you want to use these techniques to create your own game maps.
  • Map.as is a basic map generation system
  • graph/*.as - graph representation (polygons, edges, corners)
  • mapgen2.as - demo with rendering and GUI
  • Roads.as - module that adds roads along contour lines
  • Lava.as - a module that adds faults with lava on edges with a high height
  • NoisyEdges.as is used in the demo to create noisy edges
The charts in this article are made from 300 polygons, the demo defaults to 2000 with a maximum of 8000. The chart creation code part has not been tested because it is "quick and dirty" code written only for the charts in this article and otherwise useless.

If you find the code or my thoughts useful, I'll be happy to hear about it.

Projects investigating other algorithms

  • Andy Gainey experimented with Voronoi diagrams on a sphere and decided instead to create a map of subdivided icosahedrons with tectonic plates, air currents, temperature, humidity, and biomes. I've been asked how to extend my map generator to create continents: it's worth checking out Andy's project for that.
  • Martin O'Leary's map generator uses Voronoi diagrams with a great explanation with a different terrain generator, erosion simulation, a stylized renderer, city/region generation, a name generator, and a label placement algorithm. supplemented it with shading, contour lines, and roses winds, but the source code is not available as of September 2016. Ryan Guy created the project based on Martin's work.
  • Miguel Cepero of Voxel Farm was inspired to create a political landscape map based on Voronoi regions, as well as a map generator using tectonic plates and an alternative to using Voronoi diagrams.
  • Tommy Waters researches plate tectonics. He shows how he creates continents, not just islands, so that mountain ranges are not always at the center of land masses.
  • ylcorcronlth investigates the calculation of humidity based on a random walk
  • Cory Lee created a political map generator using Voronoi regions.
  • Jesse Morgan took ideas from this map generator and created a city generator ( project page and source code)
  • Sword & Scroll uses the Voronoi map generator to create political regions (baronial lands)
  • Phill Spiess also uses Voronoi diagrams with noisy edges in his project, but does not go into details.
  • Christophe Le Besnerais created a Javascript version with an extended water flow model. luckylooke wrote a version for Phaser.io.
  • Kaelan Cooter has a hexagon world map generator with elevation, humidity, biomes, rainfall, aquifers and territories.
  • Richard Janicek wrote a Haxe version that compiles to Javascript+Canvas with a demo. He also created a Javascript version with a demo.
  • Jeff Terrace wrote patches and a utility for converting XML to COLLADA, as well as an application for viewing COLLADA in WebGL.
  • Alex Schröder has been working on a Perl version that generates SVG output.
  • Christopher Garrett wrote the iOS port of Voronoi/Delaunay.
  • Adam Martin maintains Unity's Voronoi/Delaunay port branch, forked from the Julian Ceipek port.
  • Christophe Guebert wrote the Java+Processing version.
  • Baran Kahyaoglu wrote (source code) and abhimir created a Unity version of Chris Herborth's version of Baran's code.
  • Tommy Waters has another Javascript version with source and blog post.
  • Egor Harvat wrote the Haxe/NME version.
  • Connor Clark has a Java version of .
  • Kylepixel has created a Javascript project that also uses Voronoi regions to generate the map.
  • Nuclear Horse Studios has a C#/Unity version (MIT license).
  • Stafford Williams wrote the C#/Unity version (MIT license).
  • Gareth Higgins has a C# map generator.
  • Martín Candela Calabuig created a C++ version.
  • Tobias is working on version for C++
  • Spencer Judge wrote to generate maps using these techniques.
  • BitAlchemists has a Dart version.
  • Thomas R. Koll has a Lua port that he uses for Autonomous Planetary Research Individual 50 .
  • Island is a Scala project using techniques similar to those described in my article.
  • PtolemyJS is a Javascript game engine with a built-in Voronoi map generator.
  • Jay Stevens created a C++ version for Unreal 4 (MIT license).

Other projects

  • PolyWorld is based on Connor Clark's Java code and is now part of the Terasology game (see below). This Video).
  • In Conquest, these techniques are used to create some of the game's maps.
  • Besiege applies these techniques to the procedural map generator.
  • In TerraFirmaCraft 2, techniques are used to play with a grid of hexagons.
This map generator was not intended for direct use, but Welsh Piper (monster encounter tables, Minocra), Kingdoms in Trevail, Cresta and other ( , , , , , ) games use a map generator to create maps. Click the "export PNG" button to export a 2048x2048 PNG file, which you can then color, style, and markup in Photoshop.

Application: Additional Map Features

Modules

I've tried structuring the map view so modules can lay it out without creating a code dependency. The mapgen2.as GUI module depends on Map.as (base module) and Roads.as (side module), but Maps.as not depends on Roads.as . Each polygon, edge, and corner in a graph has an index that can be used as a key in an external table. Roads.as has an array called road , indexed by edge index.

Where the map's base code can refer to edge.river as the base on the field, the module cannot. Instead, the module refers to the local variable road . This works for both centers and corners of polygons. This keeps the underlying code clean.

I have three modules: Roads, Lava and NoisyEdges.

Roads

Realm of the Mad God doesn't use most of the features of this map generator, but I created a road generator for it. I noticed that in the game, users naturally explore rivers. The rivers take the players to the mountains where they die. I wanted to build roads at the right angles to the rivers.

I calculated the contour lines along the corners. Where the level of the contour changes, there is a road. This is a fairly simple algorithm that works in most cases, but sometimes creates small loops:

Since the rivers meander along the Voronoi Ribs (blue lines in the diagram above), the roads follow the Delaunay Ribs (red lines). Roads are not treated with noise. Instead, they are drawn as splines between the midpoints of the edges:

Most polygons have two "neighbors" with roads. For them, a regular spline is used, connecting the two midpoints of the edges. For polygons that have more than two "neighbors" with roads, I draw an intersection with splines from all edge midpoints to the center of the polygon. In the diagram above, the bottom left polygon has an intersection, while the top right polygon has a regular spline.

Lava

Lava and rivers follow the same paths. Lava rifts occur in high dry areas and are assigned to a subset of edges. In the game, lava and water, of course, will be different, but they differ only in color and location. Lava edges are treated with noise:

Appendix: Opportunities for Improvement

abstract rendering

Map should correctly display the relevant parts of the world, not all the details. In this project, I generate maps with a certain level of detail, but I don't get to the detail of vegetation or cities, although the maps are not completely abstract at the same time. It might be possible to render more abstract maps in the style of Middle-earth maps (like this one). I wrote notes about what I want to see in game cards.

watersheds

By following the down arrows (see the description in the section on heights), you can always find a path along the edges from any corner of the polygon to the coast. I use them to mark places where water should flow into the ocean. All angles with the same source location can be considered part of the same watershed.

The watershed code is not complete. There is a watershed mode in the demo, but I don't like it. I've tried using polygon centers and corners as watershed boundaries, and in both cases the results weren't good enough. I decided to postpone the watershed calculations until I needed them.

I think watersheds might be useful for naming large areas. In the demo, there are approximately 1000 land polygons on the map. It would be nice for a game map to have fewer named regions than polygons grouped together. For example, the XYZ mountains may be located above the XYZ valley, through which the XYZ river may flow. Players will be able to understand that all these toponyms are connected. In this project, I have not progressed much, but I can return to it sooner or later.

Impassable borders

In my map generator, all borders between polygons are the same. There are smooth transitions between them. It might be interesting to make some edges discontinuous so we can create cliffs, chasms, plateaus and other abrupt elevation changes. See , it explains how Voronoi areas can be interesting for gameplay.

Terrain Analysis

On polygonal maps, pathfinding should be fairly fast and can be used for terrain analysis. For example, if two points are spatially close, but the path between them is long, then this may mean that there is a bay or mountain on the path, and that this would be a good place for a tunnel or bridge. The pathfinding algorithm can also find places that require bridges to nearby islands. Polygons located on paths can be strategically more valuable than rarely used polygons for paths.

Named areas

As I mentioned in the section on watersheds, I want to give names to different areas of the map. By combining this feature with terrain analysis, you can name rivers, mountains, lakes, polygon groups, coastlines, oceans, forests, peninsulas, valleys, and more. Names in the same area can be linked. I didn't work on this part because I think it will only be useful in a specific game and not in a general map generator. The theme of the game should not only be related to the names, it can also include items, quests and plot elements. For example, the XYZ sword can only be found in the XYZ Valley.

Variable Density

You can use Fortune's algorithm to subdivide a polygon into smaller polygons. A map in which most of the world is roughly outlined, and some areas are more detailed, can look interesting. As an alternative approach, we can arrange the seed points with variable density so that some areas have more polygons than others. For example, smoothing oversampling can be applied instead of Lloyd's algorithm.

Improve noisy edges

I implemented a very simple system of noisy edges with jagged lines. When you zoom in on the map, the corners are very noticeable. You can improve the system using curved splines or fractal expansion, which will look more detailed when scaled.

Appendix: Process Improvement

This article was originally three posts: part 1 about polygons, map view, islands, oceans, lakes, beaches, and land; part 2 about heights, rivers, humidity and biomes; part 3 about rendering, demo and source code.

If anyone is wondering how I got here, here's a brief history:

  • In December 2009, Rob and Alex from Wild Shadow Studios asked if I had a quick way to generate maps. I was already thinking about using Perlin noise to create maps, so I tried it and got good results. I made a working prototype in a day, and it took another month to set up and select variations. Most of the variations didn't work, and I realized that there were limitations to this approach. A month of work was enough, so I finished working with maps and moved on to other small projects - graphics, animations, monster groups, AI for NPCs, etc.
  • In June 2010, I again had inspiration to work with maps. I spent a month writing down ideas on paper and trying different prototypes. I've tried hexagon meshes, hexagonal river basins, quad-based river generation, volcanoes, hills, erosion, weather systems, and more. Everything ended in failure. However, I learned a lot in the process. For example, Delaunay triangulations did not suit me, but led to Voronoi diagrams. Generating rivers from quads didn't work, but the quads came in handy later when I started working on the noisy edges. The erosion system did not work, but some ideas were useful when working on rivers.
  • While attending courses on procedural content generation, I wrote down a few more map generation ideas. During the long July 4th weekend, I implemented them and they worked great. That weekend I created Voronoi polygons, map view, island generation, noisy edges, heights, biomes, rivers, and height redistribution. I experienced a sense of flow. And it was amazing! I built most of the base system in just three days.
  • Every weekend in July and August I made improvements, many of which were quite significant. I also made a lot of changes that didn't work so I had to remove them. Once the base map parameters were good enough, I shifted the focus to rendering and map UI. After rendering and UI improvements, I was able to see new flaws on the map, and found many errors. I also did a massive refactoring to simplify code that used to grow organically.
  • By the end of August, I realized that I was only working on minor improvements, and decided that the project was ready to be phased out. I spent the long Labor Day weekend writing the results in this article (and posts). A lot of time was spent on creating high-quality diagrams. The diagrams revealed new bugs, so I moved on to fix them by greatly simplifying one function (redistribution of heights) and implementing a new one (redistribution of humidity). Also, I've renamed and commented the code to make it easier to explain.
Why am I tracking all this? Because I'm trying to improve the process of working with such small (1-3 months) projects. Here's what I want to remind you:
  1. Good to have key idea pushing the entire project forward. The simple maps I made in January were based on Perlin noise. The current maps are based on Voronoi diagrams. I had to make a choice and continue to work, but it took time ...
  2. Before finding the right idea, sometimes I had to experiment a lot. Until I came up with Voronoi as a basic structure, I worked on the ideas for about a month. I need to write down a lot of ideas.
  3. I have had many failures. It is important to make mistakes quickly, do not be afraid to make mistakes. I need to keep my spirits up.
  4. I made the basic system in three days. Rapid Prototype can tell a lot about the viability of an idea. In the early stages, I need to focus on the prototype and forget about the high-quality system for now.
  5. At an early stage, it is more important study the system than writing good code. I need to ask myself what I want to learn from the prototype.
  6. Mistakes sometimes come in handy later. We need to save them. I deleted the code as soon as I saw its flaws, but maybe I should have created more branches in git and kept it there.
  7. Ability to visually observe can help a lot in understanding what's going on. I missed a few bugs in the code because I didn't bother to visualize the data part. We need to visualize as much as possible.
  8. Sometimes appear small deviations, which actually mean the presence of errors in the code. Often I just brushed them aside. Even if at that moment there was no time to find and fix errors, you need to fix them for further research.
  9. Provided great help writing blog posts. They made me understand all parts of the system, look at all the data, and make all the code understandable. The posts forced me to test every step of map generation and improve those that are difficult to explain. You need to start writing blog posts much earlier in the process. Explanation is a good way to learn.
  10. and biome classification schemes and different biomes.

    Wikipedia also has a good list of landforms that you can try to generate using the game map generator. For my project, I did not study this list.

    Ken Perlin is a noise master, he invented Perlin noise. He also created the lesser known simplex noise (PDF). In my project, I used Perlin noise to create the overall shape of the island. Joe Slayton has a page on how to turn Perlin noise into islands. I was looking for information about blue noise and before I found Lloyd's algorithm for improving the distribution of random points, I stumbled upon and also Wang's recursive tiles. I also looked at textures by Craig Reynold (Craig Reynold), but did not have time to apply them anywhere.

  11. Delaunay triangulation
  12. procedural generation
  13. perlin noise
  14. Add tags

This page will talk about the use of credit card numbers generated by special programs and about these programs themselves.

Credit card number generator, the program is necessary for working with foreign registration sponsors when there is no credit card at hand, and registration without a credit card is impossible. Credit card enrollments are the highest paying, so this program can help you save some money.

What is a credit card number generator?
This is a program that generates the numbers of various credit cards. The essence of the program is to know the algorithm by which the number of a particular credit card is assigned. Each bank, company uses its own system to obtain a number.

Programs do not generate numbers of real-life cards at all. Numbers are generated that have a legal right to exist. If a bank issued a card to a client, then it could well have such a number, because it was calculated exactly according to this algorithm.

Different generators use different algorithms.
Some programs generate credit cards of only one series, others allow you to set even real-life banks.
There are generators that give you, along with the card number, the address of the person, his name.

The most used cards in the network are Visa, American Express, MasterCard.

What can this number be used for?
Probably, you often met sites where they sell something through credit cards. They can sell goods, membership in a society, etc. One of the most fertile fields for using these numbers is porn sites. Most of them want you to pay for a membership. Another option is Adult Verification Systems - systems that offer their services in certifying that you have already reached the age when you can watch erotica (of course, not for free).
Naturally, not all sites can be accessed in this way.

How does it work?
You have to figure it out by trial and error. Once in a while it doesn't have to. I advise you to just try. If one number doesn't work, then the other probably won't either. Just find yourself another site. Now for the specifics. One of the systems where the fooling around with numbers went off with a bang is AdultSights. This AVS holds about 15,000 pornographic sites under it. Membership in this system is easily acquired through fake numbers. It is possible that in a few days your login will be banned, but then you can make a new one. This is located at www.adultsights.com

How to buy a product?
No way. This is something you shouldn't do. Having received the number, you do not need to write a letter to iD Software and order the goods. There, credit cards are checked using a different system and you still won’t get anything. When you try to withdraw money from a credit card, the company will simply break off and will not send you anything. iD Software writes: We have problems with your credit card.

In addition to the number on porn sites, they often ask for the Expire date. What's this?
Nothing fatal. A credit card agreement is usually concluded for a fixed period of time. This Expire date is the end date of the contract. Theoretically, this date does not affect the credit card number. Therefore, write the date on the site, for example, at least a year more than today. That is, if today is 11/22/10, then write the date somewhere 12/22/11

Sometimes they don't take the number.
Programs generate correct numbers. It's just that the site you're trying to reach doesn't want to accept them. It depends on how he checks them. Try another site.

Some sites check the number for a hypothetical possibility of existence. That is, roughly speaking, they pass it through the same generator and look at the correctness of the algorithm by which it was made. If the algorithm is correct, then everything is fine. After that, the site lets you in, postponing the money transfer operation itself for an indefinite period.

The second option is unpleasant for us. At the other end, immediately after receiving the card number from us, an attempt is made to transfer money. Naturally, even if there is a card with that number, the owner's name does not match and the operation fails. Solution - go to another site. Many porn servers have switched to checking via webquest.com, which compares the card number with the owner's address. You should also not break into sites where the purchase of membership passes through the Internet Billing Co. In addition, as far as I understand, someone centrally maintains a database of bad numbers. I've come across messages like "number of black list" more than once when trying to enter my old proven numbers. Thus, the main point was to find servers with the old authorization scheme. Fortunately, there are still such sites.

What does it threaten?
Such acts are punishable. For this, you are threatened with various punishments up to imprisonment. But this is a theory. The next question is about practice.

Often on sites you can see lines like this:
"For security reasons, all your actions are recorded. Your IP is such and such. Any attempt to illegally use credit cards will be severely punished."
Don't be scared. First about IP. Well, yes, they know him. So, what is next? Most users are connected to the Internet via a dial-up connection (Dial-up). Most of them are given a dynamic IP. For the sake of some lousy 20-90 dollars, not a single Western company will bother to deal with Russian providers. In turn, our providers will never delve into the logs and see who at such and such a time was sitting on such and such an IP.
As for people with a static IP - the same situation. No one really wants to sort things out with you. Thus, in practice, such actions remain and will remain absolutely unpunished. You can sleep peacefully.

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