Cities

A quieter space for design discussion of long-term projects
FluffyFreak
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Re: Cities

Post by FluffyFreak »

FluffyFreak
Posts: 1341
Joined: Tue Jul 02, 2013 1:49 pm
Location: Beeston, Nottinghamshire, GB
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Re: Cities

Post by FluffyFreak »

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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Re: Cities

Post by FluffyFreak »

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 »

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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Location: Budapest HU

Re: Cities

Post by nozmajner »

impaktor
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Re: Cities

Post by impaktor »

"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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Re: Cities

Post by FluffyFreak »

It might be interesting to use Wave Function Collapse to generate buildings for a city.
FluffyFreak
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Re: Cities

Post by FluffyFreak »

Procedural city generation found by Gliese852
https://www.tmwhere.com/city_generation.html
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