CityGine is a procedural City Generator : (In Editor)
-Procedural Seeded Cities Generation
-Procedural Roads : 1 - 2 - 4 - 6 Way roads
-Procedural Roads Mesh : Ultra low poly road
-Procedural SideWalks
-Procedural Buildings with multiple LOD
-Fully explorable Buildings : Each floor of each building is explorable
-Fully Multi-threaded systems : Mesh Combiner, LOD,etc…
-Streamed Data from disk
-Unlimited City Size
-Multiple city support
-Roads / SideWalks / Building Areas movable in realtime in editor. Generate your city and modify streets / move roads.
-Optimized Collider generation
-Generic road rules system. Create your road generation rules
-Fully automatic intersections generation
-Terrain Alignement
-And more
How much will this cost?
What is performance like?
Will there be support for physically based rendering?
Will there be support for non-explorable buildings?
Will we get source code with purchase?
@carking1996 : Yes off-course, explorable buildings is an option.
It will also support custom gameobjects for populate sidewalks. Fence etc for racing game etc.
@HeadClot88 :
“How much will this cost?”
-I don’t know for the moment, there is still more than 6 months of work before the first release.
“Will there be support for physically based rendering?”
-Yes
“Will there be support for non-explorable buildings?”
-Yes , and support for custom mesh to populate sidewalks. With multi-threaded LOD and batching
“Will we get source code with purchase?”
-Yes, i will provide the source code, and i don’t use any DLL.
The solution will come with a complete mesh manipulation framework. Smooth curves, sidewalks builder, roads/ intersections/bridge builder etc.
Like ‘easy roads’ and ‘road architect’ assets.
It will be also possible to create futurist cities with flying roads etc.
I will provide few demo scenes with the solution :
-Racing : non explorable buildings
-First person (GTA like) : Explorable buildings etc.
I’ve already worked on IA for cars and pedestrians in the past, i will add it when main systems will be ready.
CityGine is my second project, i’m working on it on my spare time.
For the moment i’m focused on TerrainEngine, but i’m absolutely sure i can provide a GTA Like solution for unity for 2017.
@dyox - You have my attention with this asset.
That said more questions inbound at you -
Will there be a Website that I can contact you and buy this asset at when it is ready?
I prefer to support developers of awesome assets like this directly but at the same time having some sort of point of contact and Support via a website would be a great benefit as well as online docs.
That said - I know you charged a fair bit for Terrain Engine. Will it be the same for this? Just a concern that I have.
Is there anyway I can become an early adopter of this asset?
Well done Jedi Master! This is the first time I saw this but it is super impressive. Always making awesome stuff you are, strong in the force is this one!
and we can decide what buildings we want for the city? i mean if this works also if we wanto to generate custom villages for rpg’s and tell the asset to produce a village or a town with our own buildings.
CityGine is in pause for the moment, i’ve worked a lot on the procedural roads/intersections system that can work : by road /lane by lane/manage auto lanes depending of intersection angle and road lanes count.
I’m currently focused on new TerrainEngine systems/support and i don’t have enough time for both projects.
BUT,
I’m slowly creating an unified framework between TerrainEngine/CityGine that will allow me to speed up the dev time of CityGine so, yes ! CityGine will be compatible with TerrainEngine.
Goal with CityGine : (first release)
-In Editor Procedural Cities Generator
-TerrainEngine/Unity Terrain Compatible (Destructible terrain, realtime fluids, LOD,etc )
-Assets streaming from disk
-Procedural Roads/Buildings/Interiors LOD
-And more
No, it’s not planned to sell CityGine on Asset Store ( not for the moment )
Yes, no price range for the moment, first release price will be low, and increase depending of the number of systems dev
Yes, I always provide interface classes to override to include external systems/tools
No, i will communicate a range few months before the release
No, i always provide a complete source code for a project, i hate this system, a studio must be independent and able to fix a bug or change the code if needed.
I do not plan to handle external data, it a complete from scratch generation system, based on seed and procedural rules
No, C#/Unity only, no DLL.
I think i will continue the dev in Jun/July. I will post here the progress.
Hello, there are two Thread open of this project but write here because it is more recent! Of procedural terrain project there are several, but this is unique and deserves to be continued … let us know the progress of the work!
Hi, thank you for your interest.
I’ve restarted citygine since 1 month now.
I will post progress next month with screens.
Now roads,sidewalks etc use curves, the pro procedural generator use a new rules editor using nodes gui. The asset streaming and lod are also in progress.