Are there going to be more minor roads connecting the larger sky scrapers. Aesthetically it looks good. But if someone plays the game for long enough they may realize it doesn't make a lot of sense that there are buildings with no road access. If I noticed it in 5 seconds surely someone is going to have that thought if they spend hours in game. Of course experimental mock up is experimental mock up. But mabye that suggestion is an idea for how to add detail. A lot of commercial parks will add small roads that tend to be more curvy than major roads. The real world planners might be using bezier curves to specify that they need one road coming off of another road here at a roughly 90 deg angle and ultimately have it pass flush against this building parallel to it. Then they likely fill the remaining space with parking lot and landscaping. I'm assuming you don't care about landscaping but it might give you pretty realistic roads within certain kinds of commercial blocks if that's what they do in the real world. I never realized a lot of the real world is procedurally generated in a computer but I guess it is.
Ah, allow me to direct you to the prior post of using the polygon partitioner, which cuts up a convex hull using various parameters to N depth. These partitions are then feed into the Voronoi Cell list for consideration on building placement. As i said prior, if i want to path from cell A, side street 1, house x to cell xyz, side street 1, house y - that is very doable as all cells contains a list of neighbors, as do all partitions. Currently my options to partition cells are by Nearest Cell to (x,y normalized), all cells of aspect ration N, X random cells of aspect ration N, and all cells with N neighbors.
Also, adding this in because i know you will like this. The generation is being done using a fluid simulation, so each district is placed randomly and then a random amount of district fluid is filled in that cell. The system then steps through x number of cycles where the fluid will "spill" into other cells. So if a royal zone is placed with 100 district fluid units (volume), then 1/2 of that volume gets spilled into the surrounding cells. Next step, 1/2 of those volumes then spill, back wash is ok IF the fluid is not hydrophobic to itself. There is a matrix that give each district a -1 to 1 (phobic to philia) to all other districts (including itself). If a phobic volume is in another volume, then that phobic volume is destroyed. If a philia volume is in an indifferent (0) or another philia volume, then they co-mingle and both housing types are generated based on the % mixed. Cool or what?
Also FYI, if you use the post whenever feature it will space out your posts. About one every three hours. It's a good way to post everything you want and have people interact with your content longer.
If I noticed it in 5 seconds surely someone is going to have that thought if they spend hours in game. Of course experimental mock up is experimental mock up. But mabye that suggestion is an idea for how to add detail. A lot of commercial parks will add small roads that tend to be more curvy than major roads. The real world planners might be using bezier curves to specify that they need one road coming off of another road here at a roughly 90 deg angle and ultimately have it pass flush against this building parallel to it. Then they likely fill the remaining space with parking lot and landscaping.
I'm assuming you don't care about landscaping but it might give you pretty realistic roads within certain kinds of commercial blocks if that's what they do in the real world. I never realized a lot of the real world is procedurally generated in a computer but I guess it is.