Procedural Houses in Minecraft
A generator that analyses the terrain and builds a house to fit it.
Running this in Minecraft on a patch of land procedurally generates a house that fits the environment, wherever it happens to be. It analyses the terrain, finds a suitable flat area, and, room for room, grows a multi storey house from there, choosing a style and filling in roofs, windows, fences, a garden with plants and animals. Solo project for the Modern Game AI course at Leiden University, built on top of the GDPC library.
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How it works
The generator starts from a heightmap of the pre-designated area and searches across its entire land for a spot that is at least six by six blocks of flat, dry ground, avoiding water, lava and ice. Once it has placed a room, a recursive search looks around it for the next room and keeps going until there is no space left, so the blueprint follows the shape of the terrain rather than a fixed plan. Each room gets a random architecture, one of five palettes, up to four floors, a choice of roof styles, windows, ladders between floors, a perimeter fence, and some foliage and animals.