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Author Topic: Procedural City Generation?  (Read 2093 times)

sweitx

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Procedural City Generation?
« on: August 06, 2010, 02:45:57 pm »

Since Toady is figuring out how to make, cities and towns.  Not sure if he knows about this.

http://citygen.net/

Granted it's about modern city, but maybe this could help?
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Capntastic

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Re: Procedural City Generation?
« Reply #1 on: August 06, 2010, 04:16:16 pm »

Those're just maps, and not actually villages with different buildings holding different tasks, it looks like. 
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hcrof

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Re: Procedural City Generation?
« Reply #2 on: August 06, 2010, 05:11:37 pm »

Something more appropriate might be this:

http://inkwellideas.com/?page_id=334

It does more medieval style towns and villages as well as modern ones. It can even add walls, roads, parks and rivers! Ive run it a couple of times and the results are very believable.

I don't know whether it is useful or not, maybe it could give people some ideas?

While they might 'just' be maps, they might be good for random residential sprawl. At the end of the day, people have to live somewhere and houses in DF are much the same as each other.
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Capntastic

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Re: Procedural City Generation?
« Reply #3 on: August 06, 2010, 05:38:37 pm »

But towns and cities in DF aren't static things; as wars come and conquests go, the cities will have buildings torn down, new ones constructed, etc.  Instead of just generating a single frame of existence, the game has to be able to take "these units moved here and made a settlement" and decide what to do with that, as well as "and then elves came and tore down their temple", etc etc.   It's useful to see how towns should look, but the style of generation those programs do has little in common with what DF will need to do.
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ILikePie

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Re: Procedural City Generation?
« Reply #4 on: August 06, 2010, 06:09:19 pm »

I've been thinking of a way to generate more convincing towns. What if, instead of putting down square and shoving furniture inside, you would randomly generate a set of modules. These modules would composed of or more rooms with furniture and everything. Split the sleeping quarters from the dining room, shove some furniture into each, and you have a very convincing house. Generate maybe twenty of these modules, and scatter them all around town, maybe make the orientation different too. You do this with each building type, and you get very convincing towns with very little work. They can also be "rebuilt" very easily.
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NW_Kohaku

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Re: Procedural City Generation?
« Reply #5 on: August 06, 2010, 07:30:30 pm »

I've been thinking of a way to generate more convincing towns. What if, instead of putting down square and shoving furniture inside, you would randomly generate a set of modules. These modules would composed of or more rooms with furniture and everything. Split the sleeping quarters from the dining room, shove some furniture into each, and you have a very convincing house. Generate maybe twenty of these modules, and scatter them all around town, maybe make the orientation different too. You do this with each building type, and you get very convincing towns with very little work. They can also be "rebuilt" very easily.

You know, I have this suggestion thread asking for pretty much exactly this...
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ILikePie

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Re: Procedural City Generation?
« Reply #6 on: August 07, 2010, 03:48:35 am »

Oh?
I gave that a read, and they do sound very similar, I apologize. I never read suggestions.
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