Timeline for Using L-Systems to procedurally generate cities
Current License: CC BY-SA 3.0
10 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Aug 28, 2017 at 23:50 | comment | added | Anders Ryndel | The commonly cited athority for city-generating L-systems is Parish and Müller's paper: Procedural Modelling of Cities. I also found an excellent example of an implementation. It's a good place to start, but depending on your exact requirement, you may have to change some things around. | |
| Nov 14, 2016 at 9:01 | answer | added | Lionel Barret | timeline score: 1 | |
| Oct 28, 2014 at 5:15 | history | tweeted | twitter.com/#!/StackGameDev/status/526965351376908288 | ||
| Oct 22, 2014 at 18:04 | vote | accept | pasawaya | ||
| Oct 22, 2014 at 15:23 | comment | added | user137 | A way I did something similar was to create a grid of nodes representing intersections, then randomly connect adjacent nodes. Makes for a maze-like layout, but the streets aren't all connected, so actually navigating it isn't possible. | |
| Oct 22, 2014 at 6:25 | comment | added | luser droog | +1 Hurray for L-Systems! | |
| Oct 22, 2014 at 5:08 | answer | added | congusbongus | timeline score: 20 | |
| Oct 22, 2014 at 4:43 | review | Close votes | |||
| Oct 22, 2014 at 17:13 | |||||
| Oct 22, 2014 at 4:20 | comment | added | congusbongus | Related: gamedev.stackexchange.com/questions/18799/… | |
| Oct 22, 2014 at 4:14 | history | asked | pasawaya | CC BY-SA 3.0 |