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Kerbin Real-Estate - Procedural Cities


rbray89

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I would suggest that while the cities themselves, the buildings, roads and farms be procedurally generated, but the actual positioning on the world of the cities should not be.

You could probably just take a map of Kerbin and "paint" on where cities are allowed to generate. This way you can place cities near water and rivers like reality should be.

Alternatively you could weight the city generation by biome. Grassland should have more cities than desert. None in Mountains etc.

If you rank "city types" you could even weight them by biome. No TALL city type near KSP, or mountains, etc. fewer farms in desert.

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First I've seen of this, very nice. I hope that you are able to get around to it after your "finish" your other mods. :)

Actually, this was my first foray into mods. I've dropped this to work on EVE and ATM. This may come back into the fold of EVE in the future though.

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Actually, this was my first foray into mods. I've dropped this to work on EVE and ATM. This may come back into the fold of EVE in the future though.

Seeing as volumetric clouds are an extension of the old layer, I don't see why this can't be the same for the city lights.

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  • 5 months later...
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