Page 2 of 2 FirstFirst 12
Results 11 to 13 of 13

Thread: Advanced procedural level generation

  1. #11

    Advanced procedural level generation

    Quote Originally Posted by technomage
    if you want to get a city style layout, you could try a fault formation algorithm. With this method you draw a bunch of random lines across a square (or any polygon) from one side to the other, the start and end points are randomly generated from a seed value. These lines become your "streets" , after that you then need to process the street map to fill in which areas are buildings (and what type) or grass etc. again using the same pseudo random generator.

    Here is an example.



    you could also vary the length of each line so it does not cross the entire polygon.
    This is maybe a great idea todo. It's simple and you can change the size of it (big city, small city etc) and maybe you als can connect them to get more realistic roadmap.
    <a href="http://www.greatgamesexperiment.com/user/madwoody/?utm_source=gge&amp;utm_medium=badge_user"><img border="0" alt="Great Games Experiment" title="" src="http://static.greatgamesexperiment.com/badge/user/madwoody/gge400x56.png"></a>

  2. #12
    Co-Founder / PGD Elder WILL's Avatar
    Join Date
    Apr 2003
    Location
    Canada
    Posts
    6,107
    Blog Entries
    25

    Advanced procedural level generation

    technomage's concept of using randomized polygonal intersections might work fairly well for making some of the more complex city layouts as pointed out in the article I posted. [size=9px](I REALLY recommend that you guys at least go over it once or twice for ideas! It's damn juicy...)[/size] Though if you were to attempt to do a more New York/Toronto(where I live and it's like that too) style layout where everything is more at a right angle, with the odd exception, you could add/simplify the method where you'd be using rectangle/square polygon segments instead for the majority and keeping the streets parallel with the edges.

    If you stuck a river or a lake/large pond in there for flavour then you would probably need some exceptions to handle those gaps, but it would still sort of match up with the different style of cities.

    Just an alternate spin-off to add variety to your collection of cities.
    Jason McMillen
    Pascal Game Development
    Co-Founder





  3. #13
    Legendary Member NecroDOME's Avatar
    Join Date
    Mar 2004
    Location
    The Netherlands, Eindhoven
    Posts
    1,059

    Advanced procedural level generation

    I think that would be our first attempt to generate it random. Currently I first want to fix the network (should be done by last Sunday, but I encountered some errors/bugs).
    NecroSOFT - End of line -

Page 2 of 2 FirstFirst 12

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •