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https://github.com/alexeysachkov/procgen
Playing around procedural generation
https://github.com/alexeysachkov/procgen
golang procedural-generation
Last synced: about 1 month ago
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Playing around procedural generation
- Host: GitHub
- URL: https://github.com/alexeysachkov/procgen
- Owner: AlexeySachkov
- Created: 2021-01-08T14:55:33.000Z (almost 4 years ago)
- Default Branch: master
- Last Pushed: 2021-01-08T14:56:20.000Z (almost 4 years ago)
- Last Synced: 2023-03-03T21:27:47.160Z (almost 2 years ago)
- Topics: golang, procedural-generation
- Language: Go
- Homepage:
- Size: 1000 Bytes
- Stars: 0
- Watchers: 1
- Forks: 0
- Open Issues: 0
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Metadata Files:
- Readme: README.md
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README
# procgen
This is a sandbox repo for playing with procedural generation
## Attempt 1
The idea is to generate/emulate a medieval map (with castles, towns, market,
farms, etc.) using a cellular automata.The entry point is a simple house, which triggers building of a farm nearby.
The farm might trigger building of a windmill. Several houses will require a
market and later can be converted into a castle.Some TODO-list:
- consider threating some cells as a single cell: for example, a set of nearby
houses might be considered as a village and should be handled as a single
entity
- consider adding some cost models, i.e. base cell type selection not on random
and surrounding cells, but on needs: a house needs food, so we increase need
for farm. If there are several houses, more farms or even a windmill is
generated. Due to some circumstances a house might be destroyed: due to lack
of food or because of being overcrowded
- [VISUALS] add icons instead of colored rectangles
- [VISUALS] consider adding sub-types for cells to make the resulting picture
more interesting