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https://github.com/alexeysachkov/procgen

Playing around procedural generation
https://github.com/alexeysachkov/procgen

golang procedural-generation

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Playing around procedural generation

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# 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