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How to generate 3D roads in procedural River?
If you don’t want to generate roads for a whole city, you can just generate the main roads. It can take a height map, a water map and a population density map in input. http://vterrain.org/Culture/Roads/ section “Generating 3D Roads” has some information on road generation.
How to draw your own terrain in World creator?
Draw anytime anything, anywhere. Create roads, rivers, lakes, plateaus, terraces, raise mountains, and more – or just draw the shape you want by hand or use custom height-maps and real-world data to stamp your terrain.
How are rivers and roads similar in structure?
Rivers, on the other hand, travel perpendicular to isolines/isoclines (downhill). Rivers form in basins (collections of mountains that all flow downwards to a given valley) and tend to form tree-like structures. Additionally, roads often travel perpendicular to rivers, in order to form logical bridges.
How to create a river in procedural world?
To make this more easy to use in a procedural world, you could create intermediate points on the terrain where roads would be most likely to go when generated in that place, then connect the intermediate points if a road is actually created in that place. First, rivers and roads are very different.
How to generate US and EU road patterns?
It can be a normal random function or a Hammersley set for a more uniform non-clumpy distribution of the points. This uses L-System and it can generate US and EU road patterns. If you don’t want to generate roads for a whole city, you can just generate the main roads.
How are a river and a road different?
First, rivers and roads are very different. Roads tend to follow isolines (same/similar elevation) – the reason being it is much easier to travel on roads that don’t rise or fall much. Rivers, on the other hand, travel perpendicular to isolines/isoclines (downhill).
Which is my second step procedurally generating a game map?
My Second Step Procedurally Generating a Game Map (Rivers, Rivers, Rivers!!!) Procedural Generation is a great gameplay concept, but it takes an entirely different kind of work (and mindset) than a game where every element is built by hand.
How to procedurally generate a game map ( rivers )?
Then, in order to enable the algorithm to begin at any side, I wrote new logic that used a random number generator to pick which side to start from (0 = top, 1 = right, 2 = bottom, 3 = left), and then an initializer to save the a random starting point on that side to the appropriate variables.
How are polygons generated in a map generator?
I generated maps with polygons, then rasterized them into tile maps that looked like this: Most procedural map generators, including some of my own previous projects, use noise functions (simplex noise, midpoint displacement, fractal, diamond-square, perlin noise, etc.) to generate a height map. I did not do that here.
Which is node based procedural game map generator?
Further evolution of the node based procedural and infinite game map generator. Inspired by MapMagic World Generator, it’s an absolutely new asset made from scratch with familiar MMWG workflow. Each node on a graph represents a terrain or object generator: noise, voronoi, blend, curve, erosion, etc.