For my RPG game maps, I am looking for techniques to procedurally place buildings (houses, shops,…) on the island using a seed number.
Currently, I do know about the BSP (Binary Space Partition) method, if you know about other good techniques that can be used for this purpose, please let me know.
My idea would be using “Plotter”(like grass/tree plotters) where you have roads / other things, and just place buildings not conflicting with themselfs/roads in some distance from road like Leo said.
And ofc marked area where is city to use this plotter within that can be made by second plotter.
But…
IN today time, BEST would be teach AI how cities are constructed in real life and use it for filling plotter itself We have maps data, just teach AI based on it hehe
edit:
you know, gather real world map data of cities, parse it into “plotter data”.
then teach AI about plotter data that is proper and its “quality” (tho every real city is 1 quality in accurate i would say lol)
with generated model, generate new random plotters with AI.
Ended up creating a simple object plotter (as suggested) and fed it with the list of objects I want to spawn (buildings in this case), then set a random seed number, then I pick a random location on the map, and the plotter spawns a random object from the list on that spot.
After that, I can also change the seed and click on respawn to replace the existing objects with a different one from the list but at the same spot.