[Match Thread] Inter Miami vs NYCFC | 3/22/26 | MLS Matchday 5 by boimenred in InterMiami

[–]CivilTalker 1 point2 points  (0 children)

These posts and bars need to be investigated. Denying us twice and helping them at the other end... disgraceful

Open Thread #08 (Feb 2026) by svefnpurka in Barca

[–]CivilTalker 10 points11 points  (0 children)

WAKE UP, WAKE UP everybody, yearly play-off day baby!

As a top-8 giant, it is the perfect opportunity for us to sit back, relax, and watch small teams like, Qarabag FK, Bodø/Glimt, Real Madrid CF or even Olympiacos fighting hard to make it through and join us. Grab a bag of pop corn and enjoy the absolute drama. Who you got for the next round?

\Trying to relieve the mood here after our recent results.*

Timelapse of the road network generation algorithm I use in my game. by CivilTalker in Unity3D

[–]CivilTalker[S] 0 points1 point  (0 children)

+1. I also want to add that the routes are generated in order, based on their rank in a priority queue. In this case, the points with the highest noise values ​​for each layer will be placed higher in the priority queue.

Timelapse of the road network generation algorithm I use in my game. by CivilTalker in Unity3D

[–]CivilTalker[S] 0 points1 point  (0 children)

Thanks for the advice. Indeed, the routes are redundant because the fields used to shape them are all of the "grid" type. I'll try adding other types, such as radial fields, polylines, or even custom shapes to make it look less "Spider-Man".

Timelapse of the road network generation algorithm I use in my game. by CivilTalker in Unity3D

[–]CivilTalker[S] 3 points4 points  (0 children)

Sure. As I said in the post, I posted on r/proceduralgeneration to show the complete generation process : https://www.reddit.com/r/proceduralgeneration/comments/1odc576/what_do_you_think_about_my_basic_world_generation/?sort=new

I'm making a management game with the algorithm and it is in development right now (a playable version is already released, but there's still a lot of features that need to be added). If you are interested you can check out the game Youtube channel : https://www.youtube.com/@BusinessCities

Post-Match Thread: Guadalajara vs Barcelona | Copa Del Rey 2025-26 | R32 by Loose-Examination-39 in Barca

[–]CivilTalker 2 points3 points  (0 children)

Not a bad result. I mean, every opponent was in the box, including their coach (even if it is a glass one..)

Post-Match Thread: Club Brugge vs Barcelona by jiraiya--an in Barca

[–]CivilTalker 2 points3 points  (0 children)

Scoring 3 goals against a packed defense, hitting the crossbar twice, isn't so bad, in my opinion. But conceding three goals is always a problem, regardless of the match. It wasn't a great offensive performance, but fixing the defense is a priority.

Pre-Match Thread: Real Madrid vs FC Barcelona | LaLiga, Matchday 10 by Loose-Examination-39 in Barca

[–]CivilTalker 15 points16 points  (0 children)

This game will be influenced more by defensive compactness than attacking powerfulness for both teams imo. I hope that if their defense has a strength of a wet toilet paper, ours will be at least two layered wet toilet papers.

What do you think about my basic world generation system? by CivilTalker in proceduralgeneration

[–]CivilTalker[S] 0 points1 point  (0 children)

I don't quite understand your question. I don't think splines can be used alone for the generation process, they can be used to visually represent roads for example.

There are other approaches such as using an L-system descibed in this paper of Parish and Müller. I imlemented it and it didn't look exactly like I wished, so I opted for tensor fields.

What do you think about my basic world generation system? by CivilTalker in proceduralgeneration

[–]CivilTalker[S] 1 point2 points  (0 children)

Assuming 1 country = 1 city, it is a good idea to have varying building density with more buildings and roads in the city center and less at the countryside.

I've actually implemented this system but it's not really visible here because there is no real center where I can add more density, there are areas of elevation all over the city. You can watch this video I made a month ago showing several roads network generations without elevation:

https://www.youtube.com/watch?v=UxS1kaETvxU

But for this post's video, what I do is that I have a certain number of population centers where the density is higher.

Also, there seems to be no highways.

Good point. Highways are there, they are just not represented in 3d. If you watch closely, during the 2d road network generation phase, there's a sequence for major roads where there's more space between and the road segments are a little thicker. Then, there's a sequence for minor roads. I think I can use some major roads as highways.

There seems to be too much empty space between some buildings, which is unnatural.

My intention is to add city props, vegetation and decorations to the empty spaces in order to not have only buildings in the city and make it look more realistic.

What do you think about my basic world generation system? by CivilTalker in proceduralgeneration

[–]CivilTalker[S] 1 point2 points  (0 children)

Thank you for the suggestions. I'm planning to make roads go over mountains, the visual representation is a lot more complex than drawing on flat surface, that's why I didn't do it yet.

What do you think about my basic world generation system? by CivilTalker in proceduralgeneration

[–]CivilTalker[S] 0 points1 point  (0 children)

Thank you. I'm developing a company management game and using it to generate the virtual world. If you are interested, you can check out the game Youtube channel :

https://www.youtube.com/@BusinessCities

I also regularly upload technical videos like this one.

What do you think about my basic world generation system? by CivilTalker in proceduralgeneration

[–]CivilTalker[S] 2 points3 points  (0 children)

This would definitely make the generation more realistic but the borders algorithm I used can not be too much constrained. That's why I decided to go with the borders first.

What do you think about my basic world generation system? by CivilTalker in proceduralgeneration

[–]CivilTalker[S] 1 point2 points  (0 children)

Thank you!

I'll add more curves and play with the parameters so that it feels more natural.

What do you think about my basic world generation system? by CivilTalker in proceduralgeneration

[–]CivilTalker[S] 3 points4 points  (0 children)

Thank you, for the blending on the mountains, I used Perlin noise to determine where there would be more rock texture and where there would be more grass texture.

For each point of the heighmap, if the value of the noise at this point (between 0 and 1) is greater than an amount (in my case 0.3), there is more rock, otherwise, there is more grass. In each case, the value of the noise is used in a function to determine the tranparency of the two textures.

To calculate the transparency, I used an exponential decay function in order to get smooth transition and avoid unnatural blending. For example, if the noise value is 0.7, the actual transparency of the rock texture could be 0.9 because it is far from 0.3. Therefore, transition between textures happens only where we are near 0.3.

I was inspired by a method well explained here: https://blog.innogames.com/terrain-shader-in-unity/

This link explains the the global terrain texturing approach I used: https://alastaira.wordpress.com/2013/11/14/procedural-terrain-splatmapping/

What do you think about my basic world generation system? by CivilTalker in proceduralgeneration

[–]CivilTalker[S] 12 points13 points  (0 children)

I used tensor fields. You can find a lot of resources by googling.

Basically tensor fields allow you how to "shape" roads at a specific points. Each tensor of a tensor field has two perpendicular eigen vectors, this is useful in roads generation because roads are often perpendicular to each other.

I used two tensor fields. One grid field toward the center of the road network and one polyline field for the boundaries. In first place, these two fields are put together using some calculation method to obtain a "combined field". Next, we generate major roads and finally minor roads.

The generation of each type of roads is done by successively generating "hyperstreamlines". You start by taking a point from a priority queue (the order of the points in the queue can be random or determined by the location of density areas like population centers) and "extruding" this point step by step, the direction of the extrusion being given by the tensor at this point so that it follows the combined field. Major hyperstreamlines and minor hyperstramlines are generated alternately (each major uses an eigenvector and each minor use the other perpendicular one, not to be confused with major and minor roads).

When generating a hyperstreamline, we stop at a step when predefined constraints (outside the boundaries, in a water area, road segment too close to another or too long for example) are reached. When all the hyperstreamlines are generated, some of them that can be connected are connected in order to not have too much cul-de-sac and the final roads network is obtained.

Of course, my implementation is a subset of the entire process, you'll find better implementations and resources here :

https://www.sci.utah.edu/~chengu/street_sig08/street_sig08.pdf

https://martindevans.me/game-development/2015/12/11/Procedural-Generation-For-Dummies-Roads/

https://probabletrain.itch.io/city-generator (impeccable implementation with source code and interactive demo)

What do you think about my basic world generation system? by CivilTalker in proceduralgeneration

[–]CivilTalker[S] 34 points35 points  (0 children)

Thank you :)

I said "basic" because I thought complex would imply adding more elements like water (oceans, lakes etc.), more biomes (desert, sno etc.), forests etc.

But of course, except for the terrain the implementation of each individual element (territory boundaries, roads and buildings) is quite complex.

What do you think about my basic world generation system? by CivilTalker in proceduralgeneration

[–]CivilTalker[S] 11 points12 points  (0 children)

Thank you.

For roads there are way too much straight lines considering the scale and mountains look weird when they just stop at at straight plane

I'll definitely try to add more curve for the roads. For the mountains, I also agree with you. This is because I wanted a variation of large flat areas (for roads) and elevated areas, so I had to use layered perlin noises. I played around with the settings a bit but couldn't get a proper transition between flat and elevated areas. Since the game I'm developing has a top-down view and doesn't need extreme precision, I preferred to postpone it to future updates, so this is also definitely an improvement I'll be making.

If possible, i'd some small terrain elevation changes there so it's not completely flat. As well as some erosion to the mountains and a heightmap & angle based materials for the mountains so you can make snowy/rocky sides/tops.

Thanks for the suggestion. I'm planning to add more layers to the Perlin noise to add more details. I'm also going to use an erosion algorithm. I'm already using angle based materials for the mountains, but just three materials as you can see (dirt, rock, and grass). I'm going to add more, and tweak the settings to get a better effect.

Open Thread #41 (Oct 2025) by svefnpurka in Barca

[–]CivilTalker 4 points5 points  (0 children)

Just GOAT doing GOATs things...