The Story of Townscaper
summary
Townscaper combines three concrete techniques: a tile-generation engine based on wave function collapse (model synthesis style) plus voxel-style editing and lattice deformation to fit quads into curved blocks, with a hexagon-to-quad subdivision to guarantee aperiodic, deterministic grids. Texturing uses a single 128x128 texture with screen-space one-pixel lines; props and a bespoke beach algorithm add organic scale. The project ships an OBJ exporter, targets low-end devices, and has sold about 700,000 copies.
AI-written summary · about
chapters (13)
- 0:00Intro
- 0:47Background
- 4:15Wave Function Collapse
- 8:15Paris
- 10:32Algorithm
- 13:37Patterns
- 17:49Props
- 23:55Gameplay
- 27:00Looping Structures
- 31:15Water
- 34:25Textures
- 38:50Wildlife
- 41:20Questions
related talks
56mDeveloping The Bad North Look
23mProgrammingArt++
55mPopulating Space
32mMaking pretty things with code: Getting started as Technical Artist
30m“Building Better Worlds: Developing a Procedural City Tool for Alien..."
26mThe Falconeer Tech Talk: Creating with textureless art
18mBlocks-to-CAD: A Cross-Application Bridge from Minecraft to 3D Modeling
37mCreative Coding for Fun and (Non)Profit
