Procedural Generation Ruleset
NEW! Try it in the browser! Works well :)
The goal of PGR is to make an easy to write format for multi-dimensional and multi-pass procedural terrain generation. The format is easy to write and modify and flexible to use in use cases other than terrain generation. The background image was generated with the following config:
steps:
- height*moisture:
# Base terrain
- "1@2:rock,1:snow"
- "1@2:grass,3:plants"
- "2@1:sand,2:dirt,2:grass,3:plants"
- "1@2:sand,1:dirt,1:grass,1:plants,2:=water"
- "3@1:=water"
- tile*population:
# Adding cities
- "sand@9:-,1:buildings"
- "grass@2:-,1:buildings"
- "dirt,plants@3:-,1:buildings"
A full writeup on the format can be found on my personal blog or Medium, the source code is available on GitHub, and you can download a playable demo for Windows, Linux, or macOS here.