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A good place to start with procedural city generation is Parish and Müller's Procedural Modeling of Cities. Their paper presents an L-System in which rules concerning population density & road patterns (rectangular grid, radial & least elevation change) are combined and then fixed to accommodate local constraints such as water fronts & road ...


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First of all, there are loooooot of ways to do procedural generation and none of them is easy at all, i will make kind of approach to how you could make it work, is up to you take it, modify it or discard it. Will pseudo-code in JS as it's easier to understand. 1º define an entry point, as you want to build a medieval city we gonna start with a square, so ...


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If you look for medieval/old city plans on Google you'll find many different variations, mostly based on city origins (e.g. random settlement vs. organized military position). I assume you're looking for a more naturally grown/chaotic settlement. For these I'd try an approach like this: Start out with a main road going from one end to the other (and ...


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The other approach I've seen is to use a generate & test (aka trial & error) approach. Basically, a rule is selected & if the result would be valid, it is applied. If the result is invalid (I.E. overlapping rooms) usually it is discarded & a new rule is attempted. Other times, it may be possible to modify the results. In a sense, both of ...


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Most instances I've seen of graph rewriting for map generation solve the collisions problem (I.E overlapping rooms) by restricting the graph nodes to regular, modular components. For instance, this example, taken from Procedural generation of dungeons uses rooms that are laid out on regular intervals:


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IK Rig looks very cool, and from what I can find, it's all in the name. It's about using Inverse Kinematics, prescribing the bare minimum number of elements for describing an animation -- feet, pelvis, wrists, shoulders, neck-base and head. Everything in between is constrained according to artistic factors and calculated in-engine, or baked to a new, more ...



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