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Lot generation #21
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Going with #1 with an eye towards making it less artificial sounds like the right choice here. |
What do you mean less artificial ? Find a way to make the zones less rectangular ? My guess is since this is just for zoning, you end up not seeing it on the map since buildings inside those rectangles can have any shape. I do agree I think I'll go with n°1 |
The fact that curves have very sparse grids is a pretty big complaint,
according to the thread you linked at the end of the original post. The
post also proposes some solutions, which may or may not apply to Egregoria.
…On Thu, Aug 6, 2020, 15:01 Pâris DOUADY ***@***.***> wrote:
What do you mean less artificial ? Find a way to make the blocky blocks
less blocky ? My guess is since this is just for zoning, you end up not
seeing it on the map since buildings inside those rectangles can have any
shape.
Here's a screenshot from C:S, notice how you can't see the grid:
[image: suburbs]
<https://user-images.githubusercontent.com/5420739/89534698-a6958e80-d7f5-11ea-99dc-5472c3564917.jpg>
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From the thread:
I wish they'd left a link to those amazing papers !
I think I have to get a look at Cities XL too
And transport fever, which I actually have but didn't get to play it yet I also need to change my vocabulary: Parcel: Zone between roads |
Quick update; Looked at transport fever, which has a "place city" town as it's a game focused on transportation and not on city management. However I couldn't see anything related to zoning, they just have a cool city generator I guess. In the end, I think I'll go the C:S route and plop some rectangles with some funky heuristics. |
Making buildings is cool, but where do we put them ?
There are many approaches to partition space for construction terrain.
Partition like Cities:Skylines, where the side of the roads are cut into rectangular pieces which are then used by predefined homes that occupies a certain amount of rectangles.
Partition the way buildings are made in Paris, where faces from the road graph are detected and extruded to form little quads or triangles which represents the buildings. No pathway needed since they are all directly on the road.
Just place houses randomly and check if they don't intersect anything, which is the current approach but is not very satisfying.
A mix of 1 and 2
1 for suburbs and 2 for city center
5?) ??
I probably want to go with option 1 for Egregoria 0.2 since I got a reference (Cities Skylines) and the region where buildings are placed are rectangular which is easier to manage for buildin+pathway generation than an arbitrary convex polygon
To check out: some discussions on zoning
https://forum.paradoxplaza.com/forum/threads/my-proposal-for-a-better-zoning-system-less-gaps-bigger-plot-sizes-intuitive-usage.883848/
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