Implements a basic city generation algorithm. I tried to do it with a wave function collapse, but it lacks performance. I came up with my own algorithm which creates something basic but needs work.
It follows these steps:
create a "tile" for each rotation and each neighbor_key for each of our maps and sort them by key and rotation and connection
Place a starting tile, right now it's hardcoded to be from the "urban" key
Place the neighbor tiles based on the provided weights and connection options
Loop over all the neighbors, and their neighbors and so on until the grid is filled
The current implementation is still lacking functionality to make it useful in-game so I want to re-do the way the city is defined in the data.
Fixes #411 Requires #410
Implements a basic city generation algorithm. I tried to do it with a wave function collapse, but it lacks performance. I came up with my own algorithm which creates something basic but needs work.
It follows these steps:
The current implementation is still lacking functionality to make it useful in-game so I want to re-do the way the city is defined in the data.