Procedurally Generated Medieval Cities

Just what it sounds like.

Procedurally Generated Medieval Cities

Postby Flatfingers » Thu Apr 20, 2017 10:18 pm

Like the subject line says, this is some nice work on how to procedurally (really more pseudo-randomly, but whatevs) generate medieval cities.
User avatar
Flatfingers
Vice Admiral
 
Posts: 4555
Joined: Sat Nov 24, 2012 12:45 am

Re: Procedurally Generated Medieval Cities

Postby Silverware » Thu Apr 20, 2017 10:25 pm

Huh, that's not a bad idea.
The guys work flow is pretty simple, could be easily implemented into a bunch of things.
Neat.
Image
Image
User avatar
Silverware
Vice Admiral
 
Posts: 2980
Joined: Sun Sep 07, 2014 3:23 pm
Location: Goattown-Three, Sigma Six, Goat Space

Re: Procedurally Generated Medieval Cities

Postby Talvieno » Sun Apr 23, 2017 10:34 am

Dwarf Fortress has done that for a while. :) (five or six years)

Image

Spoiler:      SHOW
Image


Some ways down the page at http://www.bay12games.com/dwarves/dev_2011.html
Image
Have a question? Send me a PM!
User avatar
Talvieno
Community Manager
 
Posts: 8214
Joined: Fri Apr 11, 2014 6:50 pm
Location: North GA, USA

Re: Procedurally Generated Medieval Cities

Postby JanB1 » Sun Apr 23, 2017 12:03 pm

Neat! :shock:
Automation engineer, lateral thinker, soldier, addicted to music, books and gaming.
Nothing to see here

Flatfingers wrote:23.01.2017: "Show me the smoldering corpse of Perfectionist Josh"
User avatar
JanB1
Rear Admiral
 
Posts: 1301
Joined: Mon Mar 30, 2015 1:14 am
Location: Europe

Re: Procedurally Generated Medieval Cities

Postby Silverware » Sun Apr 23, 2017 2:48 pm

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


Different process Talvieno :v
Image
Image
User avatar
Silverware
Vice Admiral
 
Posts: 2980
Joined: Sun Sep 07, 2014 3:23 pm
Location: Goattown-Three, Sigma Six, Goat Space

Re: Procedurally Generated Medieval Cities

Postby Talvieno » Sun Apr 23, 2017 8:21 pm

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. :)
Image
Have a question? Send me a PM!
User avatar
Talvieno
Community Manager
 
Posts: 8214
Joined: Fri Apr 11, 2014 6:50 pm
Location: North GA, USA

Re: Procedurally Generated Medieval Cities

Postby Silverware » Sun Apr 23, 2017 8:33 pm

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).

Or as the OP on Reddit states... :V
Image
Image
User avatar
Silverware
Vice Admiral
 
Posts: 2980
Joined: Sun Sep 07, 2014 3:23 pm
Location: Goattown-Three, Sigma Six, Goat Space

Re: Procedurally Generated Medieval Cities

Postby Talvieno » Sun Apr 23, 2017 8:38 pm

Well, this isn't Reddit. This is the LT forum, and as far as what was stated here, DF has completely accomplished it.
Image
Have a question? Send me a PM!
User avatar
Talvieno
Community Manager
 
Posts: 8214
Joined: Fri Apr 11, 2014 6:50 pm
Location: North GA, USA

Re: Procedurally Generated Medieval Cities

Postby JanB1 » Mon Apr 24, 2017 2:58 am

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.


Just say "Shush and leave me alone. Dwarf Fortress did it before it was cool. Period." next time. :ghost:
Automation engineer, lateral thinker, soldier, addicted to music, books and gaming.
Nothing to see here

Flatfingers wrote:23.01.2017: "Show me the smoldering corpse of Perfectionist Josh"
User avatar
JanB1
Rear Admiral
 
Posts: 1301
Joined: Mon Mar 30, 2015 1:14 am
Location: Europe

Re: Procedurally Generated Medieval Cities

Postby Flatfingers » Mon Apr 24, 2017 11:22 am

I'm not getting in the way of a fan of DF. :D

I linked this article not to try to make a "who did it first" claim, but because it provided some how-to information that I thought some folks here might find useful, or just interesting.
User avatar
Flatfingers
Vice Admiral
 
Posts: 4555
Joined: Sat Nov 24, 2012 12:45 am

Re: Procedurally Generated Medieval Cities

Postby IronDuke » Mon Apr 24, 2017 12:00 pm

Flatfingers wrote:I'm not getting in the way of a fan of DF. :D

Because he'll be like this.

--IronDuke
Moving toward the future at 60 minutes per hour.
I-War 2 thread
Epic Limit Theory Limerick
User avatar
IronDuke
Rear Admiral
 
Posts: 1457
Joined: Mon Aug 31, 2015 10:47 pm
Location: The other end of the weapons barrage that's killing you. :3

Re: Procedurally Generated Medieval Cities

Postby Dinosawer » Mon Apr 24, 2017 1:03 pm

It's a nice application of Voronoi diagrams. I like Voronoi diagrams.
(I have to, as I'm the official Voronoi diagram guy of our dev team :ghost: )
Warning: do not ask about physics unless you really want to know about physics.
The LT IRC / Alternate link || The REKT Wiki || PUDDING
Image
User avatar
Dinosawer
Admiral
 
Posts: 5830
Joined: Fri May 09, 2014 1:08 pm
Location: Belgium

Re: Procedurally Generated Medieval Cities

Postby Cornflakes_91 » Mon Apr 24, 2017 1:17 pm

Dinosawer wrote:It's a nice application of Voronoi diagrams. I like Voronoi diagrams.
(I have to, as I'm the official Voroguy of our dev team :ghost: )



FTFY
User avatar
Cornflakes_91
Admiral
 
Posts: 9202
Joined: Wed Mar 06, 2013 1:53 am
Location: Austria

Re: Procedurally Generated Medieval Cities

Postby 0111narwhalz » Mon Apr 24, 2017 2:09 pm

Cornflakes_91 wrote:
Dinosawer wrote:It's a nice application of Voronoi diagrams. I like Voronoi diagrams.
(I have to, as I'm the official Voroguy of our dev team :ghost: )



FTFY

This pun Voronois me. :x
:ghost:
User avatar
0111narwhalz
Commander
 
Posts: 449
Joined: Mon Feb 01, 2016 11:40 pm

Re: Procedurally Generated Medieval Cities

Postby JanB1 » Tue Apr 25, 2017 12:17 am

Dinosawer wrote:It's a nice application of Voronoi diagrams. I like Voronoi diagrams.
(I have to, as I'm the official Voronoi diagram guy of our dev team :ghost: )


Could you explain these Voronoi diagrams to my friend? He doesn't quite get it, and I'm not really good at explaining...
Automation engineer, lateral thinker, soldier, addicted to music, books and gaming.
Nothing to see here

Flatfingers wrote:23.01.2017: "Show me the smoldering corpse of Perfectionist Josh"
User avatar
JanB1
Rear Admiral
 
Posts: 1301
Joined: Mon Mar 30, 2015 1:14 am
Location: Europe

Next

Return to Everything & Anything



Who is online

Users browsing this forum: No registered users and 3 guests