DevLog: Procedural Village Generation Part 2 – Road Placement
Forsaken needed a village generator, but Unity mostly offers city tools. Real villages have historical layout logic, so rather than scattering buildings randomly, we reverse-engineered the process by generating roads first. Our system plots reference points on an NxN grid, draws constrained paths to keep them realistic, and cleans up the intersections. Using the EasyRoads3D asset, we can procedurally generate organic road networks. With the streets set, our next step is building placement.

Source and More information: DevLog: Procedural Village Generation Part 2 – Road Placement

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