Last week, I saw a talk on Vuntra City, a procedurally generated city with a fully explorable city. Developer Larissa Davidova explained that she settled on using Recursive Subdivision for the city blocks, as she wanted some level of organicness, while still only having to deal with rectangles. But she didn’t like having indefinitely long roads that cause implausible sightlines.
One way Vuntra City handles this is by subdividing a rectangle into 5 blocks, a pattern I called “whirl” in my previous article on recursive subdivision. You can see that it has no internal roads that stretch across the entire map.

But Larissa’s talk got me thinking. The whirl pattern is interesting because it cannot be made from simple cuts. What other ways of subdividing a rectangle into smaller rectangles1, are out there?
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