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Thread: Procedural cities

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  1. #1
    Guild Artisan töff's Avatar
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    Quote Originally Posted by Redrobes View Post
    All links are still appreciated tho even if they end up being research or have price tags
    Sorry, didn't mean to imply otherwise.

  2. #2
    Administrator waldronate's Avatar
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    Quote Originally Posted by töff View Post
    Sorry, didn't mean to imply otherwise.
    S'ok, toff. I'll make allowances because you're on the moist side of the mountains.

    My goal for those posts was to add some research papers to the mix. The second link is a collection of papers that works well enough that they're able to sell the resulting tool to game and movie studios, while the first spawned a good series of SIGGRAPH posters.

    I have a very old and slow implementation that involved the user dropping a basic layout for water and roads, then the software would drop rectangular boxes along the road and water, aligning them to the roads and rivers. The original specs for that software called for automatic road and building placement given a few parameters such as an underlying height field, blocking items (walls and rivers), and goals (try to make roads reach places such as gates, fords, and keep preferentially close to water, buildings, and other good things). The results weren't great. It's been 5 years or so and I should be able to do better if I can crack free a few dozen hours.

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