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Re: Cities

Posted: Sat Jan 06, 2018 5:21 pm
by FluffyFreak

Re: Cities

Posted: Tue Jan 09, 2018 3:11 pm
by FluffyFreak

Re: Cities

Posted: Wed Jan 10, 2018 10:48 am
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

Re: Cities

Posted: Thu Jan 18, 2018 3:27 pm
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.

Re: Cities

Posted: Wed Apr 18, 2018 9:22 am
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++

Re: Cities

Posted: Fri Oct 12, 2018 6:16 pm
by nozmajner

Re: Cities

Posted: Sun Nov 25, 2018 7:32 am
by shadmar

Re: Cities

Posted: Tue Dec 04, 2018 7:08 am
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

Re: Cities

Posted: Tue Dec 04, 2018 12:03 pm
by FluffyFreak
It might be interesting to use Wave Function Collapse to generate buildings for a city.

Re: Cities

Posted: Wed Jul 22, 2020 9:34 am
by FluffyFreak
Procedural city generation found by Gliese852
https://www.tmwhere.com/city_generation.html