IoIiderp
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| Joined: 05 Feb 2012 |
| Total Posts: 8613 |
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| 05 Mar 2015 10:33 AM |
| Try giving a scripting challenge to eLunate, and that has to actually think about it to solve it... |
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mustyoshi
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| Joined: 27 Dec 2007 |
| Total Posts: 41651 |
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| 05 Mar 2015 10:39 AM |
A modular city generator.
Makes roads, then it fills it in with chunks. |
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eLunate
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| Joined: 29 Jul 2014 |
| Total Posts: 13268 |
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| 05 Mar 2015 10:46 AM |
| Sounds particularly sensible. What'd you mean by a chunk? |
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mustyoshi
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| Joined: 27 Dec 2007 |
| Total Posts: 41651 |
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| 05 Mar 2015 10:50 AM |
A chunk of land(premade city block), bonus points if you make it accept that each chunk can be configured to only show up next to certain other chunks in a certain arrangement.
Basically, write the procedural city generator I wish I could :( |
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mustyoshi
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| Joined: 27 Dec 2007 |
| Total Posts: 41651 |
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| 05 Mar 2015 10:55 AM |
The only part I couldn't get was roads lol.
making the roads is the hard part, picking from a list of tiles(organize it by what can be on the sides) is easy. |
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| 05 Mar 2015 10:58 AM |
| yeah, like, first you generate the road, then attach buildings and stuff... or you could elevate the road to make a highway and stuff... |
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| 05 Mar 2015 11:00 AM |
| eLunate doesn't have to make the roads, he/she has to randomly generate them in a way that they all connect. open up studio, open toolbox, use the free model [Road] City Streets Full Set by UristMcSparks. |
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| 05 Mar 2015 11:19 AM |
| -Out of nowhere eLunate appears with a fully working one; which exceeded all of our expectations.- Gg. |
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| 05 Mar 2015 11:22 AM |
| It wouldn't exceed my expectations if he succeeds... |
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| 05 Mar 2015 11:24 AM |
"he"
eLunate is not a guy. :P |
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IoIiderp
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| Joined: 05 Feb 2012 |
| Total Posts: 8613 |
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eLunate
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| Joined: 29 Jul 2014 |
| Total Posts: 13268 |
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| 05 Mar 2015 11:38 AM |
I find it interesting every time somebody uses she/he because it's almost like nobody knows about the non-gender pronoun 'they' which is far neater if you're not certain.
I know how to do it all, which is the good part, but I'm working on Valkyrie so I cba to make one. Sorry Yoshi |
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mustyoshi
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| Joined: 27 Dec 2007 |
| Total Posts: 41651 |
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| 05 Mar 2015 11:40 AM |
If I had commented saying "them" would you have at least made the road generator for me :c
gender neutral pronouns are making a comeback tho. |
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eLunate
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| Joined: 29 Jul 2014 |
| Total Posts: 13268 |
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| 05 Mar 2015 12:47 PM |
Here. I'll give you the concept at least.
Define a table as a multidimensional array. Just use ``for _=1,maxSizeX do table.insert(arr, {}) end`` for generating it Make roads. Quickly make a table of active road paths so that you can resume when you branch. Start at some random point x,y and pick a rotation (1/-1,1/-1) to be where you're going next. At each road point randomly (Or not randomly) decide what kind of road it will be (Straight, left, right, T junction, dead end, cross thingy) and record it at arr[x][y] with its rotation and generation data. If it was a junction then end your current path and add both alternative paths to the active list and start generating. If it's a dead end then end the path and choose the next in the list. Do this for however many roads you want maximum or until you end all paths. Then, from arr[1][1] start going through and placing chunks wherever there aren't roads. You could add a step beforehand to randomly add buildings without placement rules and then use this for placement rules (And then go back and fill the spaces) but heck.
Yeah. |
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mustyoshi
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| Joined: 27 Dec 2007 |
| Total Posts: 41651 |
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