Cold Contract - Procedural generation algorithm for isometric environment

I would like to share the result of our procedural generation algorithm for isometric maps of Cold Contract.
We use JOGL as OpenGL library.
The context brings you in a hostile country where you need to neutralize an opposing force.

We have built several functions, which determine the positions of houses, exterior walls, trees and objects and interior objects.

Each isometric map is defined with two layers : the 2d surface is linked to the result of a Perlin’s noise and the 3D part is linked to a more complex function which couples a sharing area algorithm and a four-room house generator.

Here’s some examples :

http://www.coldcontract.com/ownby/img/Isometric_Maps_Procedural_Results.jpg

It helps a lot to obtain a great variety of environments with a large library of 2D and 3D tiles.
We have several objectives :

  • industrial targets:
  • military targets;
  • cities;
  • villages;
    and much more.

Each time the player starts a new game, a new environment is generated. This point increases the replayability of the game for the turn-based part.

We have also a procedural generation function to create the world map.
But this is an other part.
If you want more informations, I let you go to our website : www.coldcontract.com

Looks awesome! I love seeing what people can create using procedural generation.

I need to get into procedural generation, it is honestly a deal breaker having randomly generated levels.

This looks awesome, if you don’t mind do you have a rough idea what each part of your result is going to load? Such as the black patches or the white patches?

I’m not sure to understand your question.

Everything on these results are used to model an isometric map.
Each pixel is a tile and we only load the tiles which are visible on the screen.

We could do 5000x5000 tiles per map without any problem. But as we are with a turn based mecanism, it would be a bit boring to cross the map ! ;D