Re:WorldGrow: Generating Infinite 3D World
by analog8374 on Monday October 27, 2025 @12:25PM
(#45722860)
Here are 2 graphical examples of that strategy
https://www.flickr.com/photos/jonathanmccabe/albums/72157622...
I think that's a good way to put it. I started writing a reply before reading your comment entirely and arrived at basically the same conclusion as this but more verbosely:
> For this reason I think the better approach is to start with a simple level-scale form and then refine it into smaller parts, and then to refine those parts and so on.
It seems hard to get away from having some sort of overarching goal, and then constantly looking back at it. At progressively smaller levels. Like what is the universe of the thing you are generating randomly. Is it a dungeon in a roguelike? It it meant to be one of many floors? Or is it a space inside a building? Is it a house? Is it an office? Is the office a stand alone building or a sky scraper?
Perhaps a good algorithm would start big and go small.
Or maybe instead of looking back you could pre-divide into zones.But then, if you want to make an entire universe (as in multiple worlds), you need to just make random worlds which leads to your original problem (boring chaos at large scale) like this or go up another level to more intelligently generate.
Point being, you need some sort of top down perspective on it.