Those mansions look so good! Is it possible to quickly explain how your algorithm is choosing to "grow" the house (where to add a piece, which size, that kind of detail)?
I'm going to create a small post about it, but roughly it works like this:
I choose a size of mansion in "squares". The smallest possible mansion is 4 squares big, the largest is about 200 I guess. When it's too big it stops looking like a a single building, more like a cluster of several ones.
Then I generate a polyomino of that size. This becomes a ground plan of a mansion. The smallest mansions look like Tetris pieces when viewed from the top.
Then I split this shape into rectangular "wings". For that I look for the largest rectangle within it, then the next and the next etc. Large wings have more floors, small wings have fewer of them (unless they can be seamlessly attached to large ones). One-square wings become towers.
Very interesting! All we need now is the generator for the inside of the mansion to go with the mansion itself! Perhaps some tables for contents, people, story hooks....??
Comments
Lovely buildings! I included it in my ProcJam compilation video series, if you’d like to take a look. :)
Really liked how these looked. Nice work.
They all seem remarkably livable for procedurally generated mansions.
Thank you!
Those mansions look so good! Is it possible to quickly explain how your algorithm is choosing to "grow" the house (where to add a piece, which size, that kind of detail)?
Thanks!
I'm going to create a small post about it, but roughly it works like this:
That's it.
Very interesting! All we need now is the generator for the inside of the mansion to go with the mansion itself! Perhaps some tables for contents, people, story hooks....??
I am definitely going to try it at some point :)