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Currently I hardcoded each of the LCZs based on a fixed grid cell size of 100*100m and the building and street widths in https://github.com/wrf-model/WRF/blob/master/run/URBPARM.TBL. It would be much …
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# Procedural Map Generation System in UE5.4 (Similar to *Slay the Spire*)
**Description**
Implement a procedurally generated map system in Unreal Engine 5.4 using C++. The map should resemble th…
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A fork of #7
depends on #94
depends on #112
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2d and 3D maybe for racing game?
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this was an idea for a long time but now I can actually think about it more now. The plan now is to steal the procedural generation from fish who got it from rob. I can also test around with other kag…
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Need a 'Walker' procedural generation algorithm that works with godot's terrains system to create levels like spaceships for the player to explore.
Blocks: This is blocked by the terrains Issue get…
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Hello!
Could you confirm whether these are okay for the procedural gen and planet images:-
For procedural generation, I was using the turbulence formula from tb. Is this okay? I'm not too sure …
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Dear Nicholas McDonald,
I am currently looking for a simple way from a heightmap to generate river paths, and I came to your library. I am wondering how would you generate river path in a one go du…
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Dungeons can be procedurally generated using something like [rot.js](https://ondras.github.io/rot.js/hp/). One implementation can be found [on this repo](https://github.com/staff0rd/dungeon).
# tod…
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For procedural generation of playable locations we want to have tileset terrains set up so that our procgen algorithm can more easily make good looking environments.