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by slmbrhrt 6118 days ago
For generating roads or waterways, try coming up with rules similar to the way they're created in real life. For example, water flows downhill and pools when it finds a local minimum. Roads, on the other hand, tend to avoid steep grades when they can, typically moving straight and branching at right angles at regular intervals.

Read up on L-Systems, too. They're great for creating organic structures, be they leaves, trees, or river-tributary systems.

Oh and this may be useful: http://roguebasin.roguelikedevelopment.org/index.php?title=C...

1 comments

That rogue-like cave generation algorithm isn't the kind of terrain I'm after, but is nonetheless quite awesome in its results. I'm now wondering if I can find an excuse to involve caverns in my game ;-)