I’ve been working on procedural world generation with @tingham for the past couple of weeks; just finished up town layout and placement. Each town is subdivided into even sections and houses are placed in the center of each. An optional town square parameter generates an empty sector in the center and rotates the houses (locked along the cardinal directions) towards it.

Also notice the A*-based road generation with fence placement; I’m pretty satisfied with the results thus far, but still have some kinks to work out.

Hopefully I’ll find some time soon to get back to Processing!

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