Author Topic: Buildings  (Read 12881 times)

Krice

  • (Banned)
  • Rogueliker
  • ***
  • Posts: 2316
  • Karma: +0/-2
    • View Profile
    • Email
Buildings
« on: October 19, 2019, 11:30:38 AM »
In a process of creating a building generation routine I'm wondering if anyone has tackled it before. Building as a group of rooms connected in some logical way. One way to do it is using seemingly random building blocks that fit together, but I think it would result in somewhat boring and predictable buildings. In fact when I try to remember games that have this I don't even know if they exist.

The way I'm thinking it would work is first decide what kind of rooms the building has and then somehow determine their locations and possible corridor style rooms between them. Funny thing about corridors is that afaik they are somewhat new invention. Buildings didn't use to have corridors in the past, rooms were just connected to each other.

mekaerwin

  • Newcomer
  • Posts: 15
  • Karma: +1/-0
    • View Profile
    • Email
Re: Buildings
« Reply #1 on: July 24, 2020, 03:09:59 PM »
This paper presents a way that requires an outline of the building to already be in place but I found it straight forward to implement and allowed good variety. You could try it. The paper also references other papers and methods and even describes their strengths and weaknesses so you could use it as a spring board.

https://pdfs.semanticscholar.org/4606/b08a7c0f33771fd645fbdd6dce1a60a9db09.pdf

mekaerwin

  • Newcomer
  • Posts: 15
  • Karma: +1/-0
    • View Profile
    • Email
Re: Buildings
« Reply #2 on: July 24, 2020, 03:11:15 PM »
The game that does come to mind that tried procedural buildings was Cataclysm: DDA but their procedural buildings we're pretty terrible as I recall.

Aldarilex

  • Newcomer
  • Posts: 3
  • Karma: +0/-0
    • View Profile
Re: Buildings
« Reply #3 on: November 20, 2021, 10:30:54 PM »
By the way, it really looked awful.