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Procedural Town Generation
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18 Posts

Hi everyone I just finished writing a script that builds a town using a set of skinmesh houses and shops. The script uses a kind of Perlin noise algorithm to generate the building positions so the town is the same every time it is generated. At he moment the roads are random but I hope to alter that later. All the buildings are imposters so it only loads in 21 different objects to make up the whole scene.  

If you want to try the project I have compiled it and uploaded it to my website at the link below. The bottom link is a preview image.

n_iron

http://www.huntspace.com.au/download.php?file=online/3D_Demo/ProceduralCityGenerationDemo.jpg

http://www.huntspace.com.au/online/3D_Demo/ProceduralCityGenerationDemo.jpg
Created on: 11 months ago
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60 Posts

awsome! weldone!
Created on: 11 months ago
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237 Posts

The landscape is quite big compared to the city, plans to make the city bigger ?

I also assume you're gonna add rigidbodies for the buildings too.

Will any of the buildings support walking inside or up stairs to the roofs ?

looking good so far

PS the text was not big enough..
Created on: 11 months ago
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18 Posts

Thanks Kulu and Tin, Its just an experiment at the moment and yes the size can be changed by increasing the x z loops. I am looking into the best way to implement the ridigbodys. As we all know frame rates are a big issue and this at the moment is right on the edge of failure so I don't know if I want to continue spending the time developing it if it won't work.
Created on: 11 months ago
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237 Posts

if i was attempting this i would use imposters for rigidbodies & i would probably avoid skinmesh's just to speed things up at the cost of looking pretty.
Created on: 11 months ago
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2 Posts

Thank you very much this is awesome.
Created on: 2 months ago
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