hi … my name’s matthias buehler, i am content manager at procedural, inc.
please check out the “destroyed city” showcase:
http://www.procedural.com/showcase/showcases/destroyed-city.html
there are a few points that need to be mentioned in this discussion …
first, it is important to decide if the buildings are used only as backdrop buildings, if they are non-enterable or if they are able to be entered and explored.
here, i have to say that interiors have not been a focus of the cityengine [so far] and this is tricky since tools for procedural interiors are immensely complex and we just have not had tackled them yet. though it IS possible to create interiors - i am working on a little example which might be posted on our forum, http://www.procedural.com/support/forum.html.
scripting itself is a pain … i know … but we are aware of this and we are working hard on ways to be able to more and more free the user of the annoying scripting. this includes the visual cga or the facade wizard which were already released. we are now working on presets which will help additionally. [ the future looks very bright ! ]
the discussion about the poly count is a totally different one and i’d say that depending on how you describe the rules and the LODs of a building, you do have a very precise control over the poly count, since you precisely define how geo is split, where which asset is inserted.
of course you are free to use the ce just as an asset creation tool where you simply create vast amounts of variants of buildings without using the street system or any other methodology to place the buildings already in a specific layout inside the CE.
most of the times, games depend on specific interiors, which are given by the game’s story. in MMOs, this fact is relativated pretty much, of course, since depending on the type of game, each user might “live” in a specific building, with his / her specific interior.
i am not sure how the plans are to create interiors for 10’000 buildins, but i am sure you have a plan there.
as stated, interiors are not the strong side of the cityengine, but depending on which type of interiors you need, you might use the output of cityEngine’s “floor” polygons and use a modular system to furnish the interior, have it done by the user or by artists.
as the game industry is, all data and workflows are kept totally secret, so nobody really knows what the development is until a finished product comes to the market. that’s making the whole process a little untransparent.
trust me, if we had access to screenies of some of the developments of the big players who have CE licenses such as blizzard, thq, rockstar or square, we’d let you know !
by the way … what do you mean by breaking up the models into smaller pieces ? are you referring to the export ? did you try the “export one file per initial shape” setting in the granularity tab of the exporter ?