Anyone here been doing any procedural generation? I'm planning to make random maps for an RTS, where you place trees/various stuff spread around (e.g. enemy camps/loot sites). So far I am using perlin noise for the trees, but need to make sort of a path system between all the stuff, where trees don't block stuff inside forest. First step is to place them somewhat randomly and spread (e.g. not too close to each others or the player's base). Civilization is the closest example I can think of. The simplest way I can think of is just place the stuff randomly, then check if it's close to something else, then try again. But prone to infinite loops if you place a lot of stuff and they get placed in a bad way.
Specs: intel i5 3570k @ 3.4GHz;
16Gb RAM; Raedon HD 7900;
Win8 64-Bit
16Gb RAM; Raedon HD 7900;
Win8 64-Bit
