Procedurally Generated Trees

As the leaves fall from the trees here in the Northern Hemisphere, we are greeted with a clear view of the branches and limbs that make up the skeleton of the tree. [Nicolas McDonald] made a simple observation while looking at trees, that the sum of the cross-sectional area is …read more

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Procedurally Generating Random Medieval Cities

With procedural content generation, you build data algorithmically rather than manually — think Minecraft worlds, replete with all the terrains and mobs you’d expect, but distributed differently for every seed. A lot of games use algorithms similarly to generate appropriate treasure and monsters based on the level of the character.

Game developer [Oleg Dolya] built a random city generator that creates excellently tangled maps. You select what size you want, and the application does the rest, filling in each ward with random buildings. The software also determines the purpose of each ward, so the slum doesn’t have a bunch of …read more

Continue reading Procedurally Generating Random Medieval Cities

Procedurally Generating Random Medieval Cities

With procedural content generation, you build data algorithmically rather than manually — think Minecraft worlds, replete with all the terrains and mobs you’d expect, but distributed differently for every seed. A lot of games use algorithms similarly to generate appropriate treasure and monsters based on the level of the character.

Game developer [Oleg Dolya] built a random city generator that creates excellently tangled maps. You select what size you want, and the application does the rest, filling in each ward with random buildings. The software also determines the purpose of each ward, so the slum doesn’t have a bunch of …read more

Continue reading Procedurally Generating Random Medieval Cities