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Procedural City Generation

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Re: Procedural City Generation

#3
If you like procedural generation check out [0]. His recent blog posts have been about his Minecraft-like voxel engine (currently being used for Everquest Landmark I believe) but he has a lot of great gems in his archives.

Two recent articles about his language to randomly generate architecture, and two older ones about city generation:

http://procworld.blogspot.com/2014/11/cantor-city.html

http://procworld.blogspot.com/2014/11/life-without-debugger....

http://procworld.blogspot.com/2011/07/screenshots-of-buildin... - Builds a city over rocky terrain.

http://procworld.blogspot.com/2011/07/city-lots.html

The video in the second one is really cool from a programming and debugging perspective.

[0] http://procworld.blogspot.com

ed: Added more city-generation links.

Re: Procedural City Generation

#4
post #2

Reading the title I immediately thought these set of articles on procedural city generation. It's about the visual appearance of a city but very interesting nonetheless. http://www.shamusyoung.com/twentysidedtale/?p=2940

And I thought of Introversion's posts on their now-cancelled subversion game http://www.introversion.co.uk/subversion/. Particularly the early posts, though I think this is the last one they did about the city generator: http://forums.introversion.co.uk/viewtopic.php?t=41634

Re: Procedural City Generation

#5
post #2

Reading the title I immediately thought these set of articles on procedural city generation. It's about the visual appearance of a city but very interesting nonetheless. http://www.shamusyoung.com/twentysidedtale/?p=2940

I was reminded of Substrate [1], which spawned mrdoob's version [2] and led to a WebGL 3D version [3]

[1] http://www.complexification.net/gallery/machines/substrate/i...

[2] http://jsdo.it/mrdoob/xI3u/fullscreen

[3] http://www.jabtunes.com/labs/boidsnbuildings/

Re: Procedural City Generation

#8
I was discussing procedural city generation with a graphics person awhile back. One of the things we realized is that procedurally generated cities almost always feel "wrong" because real life cities generally have a mishmash of dozens of general architectural "styles" based on various quirks of history.

One example: in Cincinnati Ohio, working class houses in certain neighborhoods have stained glass windows. It's usually only one or two small ones, but they're there in certain neighborhoods because of a stained glass artisan "scene" that arrived on a wave of German immigrants. Another quirk about Cincinnati: there are lots of houses that are quite narrow for their plan area, because taxes were based on the width of the building on the street. There are quirks like these that cause a city to be a geographically differentiated patchwork of different styles.

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