Very nice! I love the atmosphere - I want to know more about the city that was generated, but even just the chill vibes when I parked on the side of the road and listened to the city around was cool.
Thanks for "playing", about the city : the first prototype of the generator used Wang tiles, I discovered them while playing the amazing and mystical roguelike : Noita ( https://noita.wiki.gg/wiki/World_generation )
BTW, I think a tutorial about aperiodic tiles could be nice on your site.
So I build a simple set of wang tiles with only simple 90° turn for easy AI programing, art and world build reason. The Idea was to fill the gap between roads with pseudo randomized pre made assets. (I used aerial photo of Miami as art inspiration).
That worked, BUT it quickly become obvious that the engine is not build for open world and several thousands of objects. Cause I must rely on a ton of layers, tilemaps and objects to achieve this kind of visual result and logic with C 2 engine, and that take a lot of CPU time, and we don't have time.
So I decide to replace the micro Wang tiles by macro "Wang chunks", I manage to divide object count by more than 4 with the visual result intended. The city loose in variety and craziness, but generation time has been massively decreased, and all run at constant 60 fps on my rig with 1-2km² size cities.
In the future I will maybe try to store chunk data on JSON file and load/unload them in real time for very large cities.
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Very nice! I love the atmosphere - I want to know more about the city that was generated, but even just the chill vibes when I parked on the side of the road and listened to the city around was cool.
Thanks for "playing", about the city : the first prototype of the generator used Wang tiles, I discovered them while playing the amazing and mystical roguelike : Noita ( https://noita.wiki.gg/wiki/World_generation )
BTW, I think a tutorial about aperiodic tiles could be nice on your site.
So I build a simple set of wang tiles with only simple 90° turn for easy AI programing, art and world build reason. The Idea was to fill the gap between roads with pseudo randomized pre made assets. (I used aerial photo of Miami as art inspiration).
That worked, BUT it quickly become obvious that the engine is not build for open world and several thousands of objects. Cause I must rely on a ton of layers, tilemaps and objects to achieve this kind of visual result and logic with C 2 engine, and that take a lot of CPU time, and we don't have time.
So I decide to replace the micro Wang tiles by macro "Wang chunks", I manage to divide object count by more than 4 with the visual result intended. The city loose in variety and craziness, but generation time has been massively decreased, and all run at constant 60 fps on my rig with 1-2km² size cities.
In the future I will maybe try to store chunk data on JSON file and load/unload them in real time for very large cities.