Martin Evan’s Procedural City Generation For Dummies Series
Martin Evans is working on a stealth game set in a procedurally generated city. But what interests us today is that he’s been writing a lot about the technical details that go into that.
I first spotted this article on half-edge geometry, but there’s also discussion of using tensor fields to generate roads, lot subdivision, building footprints via subtractive geometry, and even a side trip into galaxy generation.
Martin covers both the code he’s using and the reasoning behind his choices. I’m always happy to be able to point people towards explanations like this, because there seems to be a pent-up demand for accessible next-step tutorials.
Much of Martin’s code is open source and available to be used and learned from. This is an excellent resource if you’re looking for technical details of implementing generators.