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7/16/2025, 2:11:13 PM
>>715607821
The builders build random, but there's still a certain kind of "pattern" to it. They sometimes make bullshit, like apartment blocks stretching out for hundreds of kilometers, but a big overarching theme in builder construction is that the areas still can be traversed by a human being. There are stairs, almost always, that can get you places and even elevators, occasionally. The best way to do it would be to implement "partial" procedural generation, where an area would have a bunch of seeds that sets a theme for it. and on occasion the different seed would interfere, to create randomness. That way you could go from Byzantine to Brutalist to Gothic architecture on the same layer.
The builders build random, but there's still a certain kind of "pattern" to it. They sometimes make bullshit, like apartment blocks stretching out for hundreds of kilometers, but a big overarching theme in builder construction is that the areas still can be traversed by a human being. There are stairs, almost always, that can get you places and even elevators, occasionally. The best way to do it would be to implement "partial" procedural generation, where an area would have a bunch of seeds that sets a theme for it. and on occasion the different seed would interfere, to create randomness. That way you could go from Byzantine to Brutalist to Gothic architecture on the same layer.
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