Generating Towns for Townscaper in Processing

I’ve been playing Oskar StÃ¥lberg’s Townscaper recently and enjoying seeing how the algorithms react to changes. While looking for information on how garden paths are calculated, I stumbled across Chris Love’s article on the Townscaper file format. Using that as a starting point, I decided to try building up town maps in processing using Perlin noise to determine height, color, and distance above waterline.

My first attempt iterated the map while incrementing a 1D vector in Perlin noise space to determine these attributes. This gave a nice wavy pattern; but, wasn’t quite what I was trying for.

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