Name: Dynamic Cities
Summary: This module will introduce settlement which will grow over time. An underlying population simulation will be used to calculated the number of buildings per type needed. It will serve as a foundation for a market with which players can interact and influence city development.
For concrete building instantiation the method from https://github.com/Terasology/Cities is used at the moment. However I already made some preparations to implement https://github.com/Terasology/StructureTemplates later on, so that both methods can be used in conjunction. So if you're the builder type you could already prepare some cool looking building templates as I'll need some production buildings to get the economy visualized. Most needed would be some farm / food production buildings. Alternatively I would appreciate some building generation a la Cities module aswell if you like to rather code than build .
Curator: Cpt. Crispy Crunchy
Location: https://github.com/Terasology/DynamicCities
Todo list:
-City placement based on actual resources and surface attributes: Currently it looks for a low standard deviation of height and a lot of grass, but this is easily extensible.
-Some test buildings spawned
There isn't too much to see yet, as there were tons of technical stuff which had to be taken care of at first. However some of it could also be useful for other projects:
Summary: This module will introduce settlement which will grow over time. An underlying population simulation will be used to calculated the number of buildings per type needed. It will serve as a foundation for a market with which players can interact and influence city development.
For concrete building instantiation the method from https://github.com/Terasology/Cities is used at the moment. However I already made some preparations to implement https://github.com/Terasology/StructureTemplates later on, so that both methods can be used in conjunction. So if you're the builder type you could already prepare some cool looking building templates as I'll need some production buildings to get the economy visualized. Most needed would be some farm / food production buildings. Alternatively I would appreciate some building generation a la Cities module aswell if you like to rather code than build .
Curator: Cpt. Crispy Crunchy
Location: https://github.com/Terasology/DynamicCities
Todo list:
Implement districts based on K-Means- Remove trees safely from building spots
Place buildings based on a simple growth algorithm.Implement structured templates- Add resource and production buildings
- Base growth rate additionally on available resources
- Add roads inner and outer city roads
-City placement based on actual resources and surface attributes: Currently it looks for a low standard deviation of height and a lot of grass, but this is easily extensible.
-Some test buildings spawned
There isn't too much to see yet, as there were tons of technical stuff which had to be taken care of at first. However some of it could also be useful for other projects:
- region entity tiles: Save stuff from facets which would be destroyed otherwise
- region loading grid: Stores information about the loading state of region entities. It is also used for cleanup of no longer used region entities.
- Spawn the buildings from Cities with the worldprovider. Priorly it was spawned through facets and rasterizers at worldgeneration.
- Flatten the surface in the rectangular shape (which uses sampling of terrain height)
Last edited: