"매 building / city 매 hand-author 의 X — 매 rules + grammar + noise 매 generate". 매 No Man's Sky / Minecraft / Townscaper / Houdini 매 production-grade. 매 2026 LLM-driven layout 매 mainstream (e.g. Inworld + procedural blockout).
매 핵심
매 layers
Macro: 매 city / region — Voronoi, road network, biome.
Meso: 매 building footprint, lot subdivision (BSP, L-system).
Micro: 매 facade grammar, room layout, props placement.
# Chunk world into tiles, generate independentlyfortileintiles:seed=hash((tile.x,tile.z))rng=np.random.default_rng(seed)buildings=place_buildings(tile,rng)export(f"tile_{tile.x}_{tile.z}.usd",buildings)
LLM-augmented blockout (2026)
prompt=f"""Design a {style} village, 12 buildings.
Output JSON: [{{type, x, z, rotation, size}}]"""plan=json.loads(claude.complete(prompt))forbinplan:spawn_building(b['type'],(b['x'],b['z']),b['rotation'])
매 결정 기준
상황
Approach
매 grid-tile aesthetic
WFC
매 organic city
L-system + agent sim
매 facade detail
Shape grammar (CGA)
매 terrain
Noise + erosion sim
매 narrative-coherent
LLM-driven plan + procedural detail
기본값: 매 hybrid — LLM macro plan + procedural meso/micro.
언제: 매 high-level layout / narrative coherence — LLM 매 plan, procedural 매 detail. 매 prompt-to-blockout (2026 Inworld, Promethean).
언제 X: 매 real-time per-frame gen — LLM latency 너무 김. 매 precompute / edge-cache.
❌ 안티패턴
Pure noise: 매 visible repetition / no semantic. 매 layered noise + masking 필수.
No seed control: 매 reproducibility 부재 — debugging hell.
Monolithic gen: 매 entire world in one pass — chunked / streamable 필요.