He also has some great talks on YouTube about generating city maps with cube marching and wave function collapse.
His online map generator: http://oskarstalberg.com/game/CityGenerator/
What I like about his approach is that it looks very natural European instead of American.
The procedural method used for this kind of generation is really powerful -- you usually see L-Systems being used to create basic sort of fractals but these sort of implementations can become pretty smart. For example, you can provide a height map of the terrain, and make it so that the roads find smooth paths down hills.
And then that's before you realise that the buildings themselves can be generated via rules which describe how to make buildings. And then, the layout of rooms in a building, and the layout of furniture in each room. There's some really impressive potential here if a group of people were devoted enough.
Another good paper is: http://peterwonka.net/Publications/pdfs/2006.SG.Mueller.Proc...
In most of America, including Washington D.C., the circles are very quickly ironed back out into grids.
Of course, they're much, much, much less dense than the designs, but the generator is still neat. Just not very "American-style" IMO.
These look pretty cosy.
The urban density in these images is also more commonly found in Europe than America.
Which is fine! It's a generator for European-style cities, and it's neat! But so far, only low-density western desert cities have anything like 7-ringed wedges like this, and I suspect that most people, like me, didn't know those existed there before this thread.
There's plenty of them in the western edge of Las Vegas.
The generated maps show concentric circles, which is super-unusual in the US. I don't think I've seen it anywhere.
I'm actually curious if it's a common pattern in some other country.
Is this sarcasm? Am I being wooshed? The street plan is the same obvious Masonic imagery that's on the back of every Federal Reserve Note. Take a look at the incredibly beautiful Detroit Masonic Temple and imagine it as the "Eye" in the Eye of Providence that would have been the street layout:
And look where it is in Detroit compared to the tiny bit of the street plan that was implemented: https://www.google.com/maps/place/Masonic+Templeemail@example.com...
Really cool; thanks for the link!
You can draw another line when car culture became common. Before then, it was grids accessible by streetcars. After, the cul de sac style and similar becomes common.
One should give credit where it is due.
> Algorithm - Road Network
> This generator is based on the paper ‘Interactive Procedural Street Modeling‘.
>Robust-first Computing: Distributed City Generation: A rough video demo of Trent R. Small's procedural city generation dynamics in the Movable Feast Machine simulator.
Nere's a paper about how it works:
>Local Routing in a new Indefinitely Scalable Architecture, by Trent Small.
>Abstract: Local routing is a problem which most of us face on a daily basis as we move around the cities we live in. This study proposes several routing methods based on road signs in a procedurally generated city which does not assume knowledge of global city structure and shows its overall efficiency in a variety of dense city environments. We show that techniques such as Intersection-Canalization allow for this method to be feasible for routing information arbitrarily on an architecture with limited resources.
More info and links about David Ackley's work on Robust First Computing and the Moveable Feast Machine:
>A "Moveable Feast Machine" is a "Robust First" asynchronous distributed fault tolerant cellular-automata-like computer architecture. It's similar to a Cellular Automata, but it different in several important ways, for the sake of "Robust First Computing". These differences give some insight into what CA really are, and what their limitations are.
>Cellular Automata are synchronous and deterministic, and can only modify the current cell: all cells are evaluated at once (so the evaluation order doesn't matter), so it's necessary to double buffer the "before" and "after" cells, and the rule can only change the value of the current (center) cell. Moveable Feast Machines are like asynchronous non-deterministic cellular automata with large windows that can modify adjacent cells.
Seattle, until recently. Though that wasn't sand, it was piers.