I am pretty satisfied with my world generator 2.0, but my intended town generator 2.0 has been put on hold for creating nothing but triangular plots of land (I know why it does this, and it cannot be easily mended). I am planning on revamping my town 1.0, but I now have NO idea how to integrate the two so they can create a world with cities and towns in it that make sense considering the landscape. Town 2.0 was designed to use resource points, streets and settlements spreading to follow things like valleys, mining prospects, good fishing, good soil and so on, while town 1.0 is just following random directions, no regard for the land. The world is generated by loading an image with noise and letting random spots grow into greater biomes, mashing multiple colliding biomes into "greater" biomes (desert+desert=swamp etc.). No tectonics, just randomized growth.
Does anyone know of algorithms that are great for this kind of landscape-to-settlement integration? Something that allows the settlements to follow landscapes generated by the world generator? Any suggestions are very welcome, including any crazy idea you may have on the spot!
Oh, and no, the landscape in the picture is not 1:1 with the town, it is a whole (well, half) world that would have towns and cities in it. But the landscape would be similar.
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