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Housing estate generatiion

PostPosted: 31 Jul 2016, 22:08
by Sauer2
I have been doodling around with an estate generator and implemented some very early and primitive generation algorithm:

It places a first house in the middle, then grows further houses on each side. Then, those new houses grow more houses if possible and so on... One can set a number of blocking areas where no houses can be planted.

Link: https://github.com/sauer2/estategen

I hope it can be somehow useful for pen and paper games, but I'm not sure if it is usable in this form. Are generators useful in pen and paper games at all?

Other ideas?
Approaches for generating housing estates?
Every input - obviously as long as it is not about code quality - is welcome.

Re: Housing estate generatiion

PostPosted: 01 Aug 2016, 08:11
by toothbrush
No, man, have no other idea for that, because I do not see any flaws in your work.

Re: Housing estate generatiion

PostPosted: 01 Aug 2016, 08:40
by eugeneloza
I've thought of an algorithm to make landscape-based city/town generation.

E.g.

1. Create landscape (Perlin as usually :))
2. Create rivers
3. Pick a nice place by the river
4. Define town area
5. Make external roads based on global map
6. Make internal roads based on landscape
7. Define sectors where estates can be placed
8. Even the ground for the buildings
10. Place the buildings and props.

But eventually I've given up to a simplified algorithm:

1. Make global map (landscape,rivers,roads)
2. Make town area (rectagonal) with roads between the cells
3. Divide town area into cells
4. Fill cells with placeholders.

(not implemented yet, only algorithm)

Re: Housing estate generatiion

PostPosted: 01 Aug 2016, 12:14
by Sauer2
@eugeneloza: That's more or less the natural approach, how some actual cities grew in the past, isn't it?

Re: Housing estate generatiion

PostPosted: 01 Aug 2016, 18:24
by charlie
Reminds me a bit of Daggerfall. (Not a bad thing!)

Re: Housing estate generatiion

PostPosted: 01 Aug 2016, 20:13
by Sauer2
I added patterns. On the downside, the interface looks more clunky...