Cities

A quieter space for design discussion of long-term projects

FluffyFreak
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Location: Beeston, Nottinghamshire, GB
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Re: Cities

Post by FluffyFreak » Tue Jan 09, 2018 3:11 pm


FluffyFreak
Posts: 1217
Joined: Tue Jul 02, 2013 1:49 pm
Location: Beeston, Nottinghamshire, GB
Contact:

Re: Cities

Post by FluffyFreak » Wed Jan 10, 2018 10:48 am

I probably shouldn't have done it as a PR for discussion but here's some terrain flattening code that could be repurposed for all sorts of stuff.
https://github.com/pioneerspacesim/pioneer/pull/4269

FluffyFreak
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Joined: Tue Jul 02, 2013 1:49 pm
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Re: Cities

Post by FluffyFreak » Thu Jan 18, 2018 3:27 pm

https://www.game-cities.com/articles-talks
https://www.gamasutra.com/blogs/Konstan ... ctures.php

Urban structures, handy, simplified examples of how cities are laid out and discussions of what to consider when generating city layouts.

FluffyFreak
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Re: Cities

Post by FluffyFreak » Wed Apr 18, 2018 9:22 am

This is about cities only slightly but I think it's amazing.
https://github.com/rlguy/FantasyMapGenerator

There's a great description of the algorithm(s) used to generate the whole map, the terrain, the borders, river cities, naming everything. It's really impressive.

Uses a combination of Python (2.7+) and C++

nozmajner
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Joined: Mon Jul 01, 2013 3:25 pm
Location: Budapest HU

Re: Cities

Post by nozmajner » Fri Oct 12, 2018 6:16 pm



impaktor
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Re: Cities

Post by impaktor » Tue Dec 04, 2018 7:08 am

"An infinite, procedurally generated city, assembled out of blocks using the Wave Function Collapse algorithm."
https://marian42.itch.io/wfc
code:
https://github.com/marian42/wavefunctioncollapse

FluffyFreak
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Joined: Tue Jul 02, 2013 1:49 pm
Location: Beeston, Nottinghamshire, GB
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Re: Cities

Post by FluffyFreak » Tue Dec 04, 2018 12:03 pm

It might be interesting to use Wave Function Collapse to generate buildings for a city.

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