Talvieno wrote:Dwarf Fortress has done that for a while. (five or six years)
Some ways down the page at http://www.bay12games.com/dwarves/dev_2011.html
Flatfingers wrote:Like the subject line says, this is some nice work on how to procedurally (really more pseudo-randomly, but whatevs) generate medieval cities.
Talvieno wrote:Not at all.Flatfingers wrote:Like the subject line says, this is some nice work on how to procedurally (really more pseudo-randomly, but whatevs) generate medieval cities.
Procedural medieval cities, as was mentioned in both the title and first post.
Reddit OP wrote:I start with a Voronoi diagram. "Seeds" are placed spirally with random fluctuations to ensure resulting regions to be relatively evenly spread.
The first (central region) is assigned plaza, the next N regions are city wards within city walls, then comes a citadel. The rest of them are farms, plains and woods.
To make these regions look a bit less like a Voronoi diagram and create proper crossroads I merge close vertices.
I find a border of the the city wards, this polygon will be drawn as city walls. I smooth it to get a rounder shape.
Some vertices of the city walls will be city gates. Each gate is connected to the closest corner of the plaza by a wider street. Then the street is extended beyond city limits.
The last step is creating an inner structure of each ward. In most cases I just cut a ward into smaller pieces with or without gaps between them (with different parameters).
Talvieno wrote:Well, this isn't Reddit. This is the LT forum, and as far as what was stated here, DF has completely accomplished it.
Flatfingers wrote:I'm not getting in the way of a fan of DF.
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