I had originally written an article on how to implement PHS here. Having found the maps generated slightly redundant I decided to take another look. Here are the steps taken to successfully generate a more realistic "town." It's essentially a drunken walker like Diffusion Limited Aggregation mixed with a hallway constraint that mimics the large part of PHS.
- Start somewhere in the middle, add this and all possible directions up to a certain dynamic length (I used a standard deviation of 1.4 with a mean of 5, ) as nodes:
- We will be looping until all nodes