My Procedural city generator

Hey guys ^^

I’m so happy to introduce my latest personal work :

A city/street generator I made using trigger, stacking and texturing system (pretty simple mechanics)

I made this to save time for building urban environments.

It will probably reminds you the famous blender plugin GhostTown :

What it does [UPDATE 1.5] :
> 4 Generators : Custom Prefab, normal, LowPoly, HighPoly
>Build your own city using the coloring system on a sizeable grid.
>Generate parks, parking lots, building (residential and shop) and road networks.
>Use the arrays to add/delete objects you want to generate randomly (such as facade, window style, etc).
>With the high Poly generator, you can have the night mode (a prefab system for “randomly” lit windows on facades)

Customizable parameters , such as :
>Texture variety (entrance, floors, roofs, etc)
>minSize/maxSize (x, y and z axis)
>shop details models (for highPoly) (can be replaced, modified, added, etc)

Almost everything is randomly generated, according to the parameters and each elements are “parented” under one empty gameObject

The city is generated at runtime BUT it can be saved as gameObject (tutorial in the ReadMe)

Made in C#

Descent PC/MAC config required /!\

WEBPLAYER (1.5 building showcase) (close all your other web pages to let the webplayer load completely each buildings)

Available here

I as a landscape architect, I’m always looking to generate city / street / urban context with the quickness. Very interested.

Bookmarked. :wink:

Thx for your answers, the webplayer is now available :slight_smile:

Don’t hesitate to ask me if you have any questions/problems

Ok, now it 's available for sale :smile:

Sold…

Do we get the updates free when there are any for this ?

How about the performance on mobile?

Thx Ullukai => yes if you buy the beta, you will get all the updates for free

MacHulk => I did not tested about the mobile performance but basically in this version it generate simple cubes and apply textures, also you can remove all the shop 3D details (wich are just a list of prefab on arrays)

So I think you can generate the city first, modify it yourself next to adapt it on mobile devices.

So here are my future objectives for the next uptades :

Modify the road generator to generate square form networks (more realistic than the current version)

Remove the ability to generate infinite roads/buildings using the public variables

Add a “highPoly” mod, with detailled facades and entrances

Add the ability to generate parks /parking lots

:wink:

I almost forgot to say something :

The price will not change and all the buyer will receive the updates for free ^^

Some WIP news about the 1.0 update :

This new version will permit to draw your own street/city by coloring simple squares on a grid (the size is also customizable).
You can build the road network, choose the position of each building, parks, etc… (just like SimCity)

Stay tunned for more :slight_smile:

The version 1.0 is now available, with some great new features :slight_smile:

Check the first post to see the features.

I hope you will like it !

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Is it also possible to use custom building meshes to be randomly spawned?

The system stack each floors of the building, so if you modify the floor mesh, yes.

But to achieve that, you will have to work on the lowPoly generator.

Your plugin looks really cool, I’ll probably get it when I’m done with my current project. However I’m also curious about being able to spawn custom building meshes. What do you mean you will have to work on the lowPoly generator? Is it a complicated process?

Hey,

Not really complex, however the script was created to generate only the same shape of building (that’s mean you cant generate randomly cylinder and cube buildings using the grid system) BUT you can achieve this by generating only 1 by 1 building (that’s mean you cant use the coloring grid system).

The whole system use instantiation methods, by playing with the prefabs, you can probably do what you want.

For the HighPoly, you can’t really change the shape of the building, because it generate each window and facade chuck (so if you want a cylinder shaped building for example, you cannot use the HighPoly, because the facade will be flat and not curved).

So with the LowPoly, you can do this since it not generate each window, but a whole floor with a texture on it.

I hope you understand me ^^

Great plugin. I think your niche is runtime generated content. If you could construct an api so a first person camera could walk around and fine tune the city layouts, I believe you would have something unique. I think your plugin stands out in terms of user generated content.

Thanks man, I will make a little update with some more options later (with the custom mesh spawning option), for now I am finishing to work on a android game (with procedural systems on it too) :slight_smile:

But for example:
If i use the LowPoly function, can i still select my own prefab which is a custom made building.
Just a basic building like in the example, a block but with details and of course with custom textures.

Will you also eventually make something like where you can define if the generator would generate suburbs surrounding the city,
And than somewhat bigger buildings and in the middle like skyscrapers?

Because than this would probably be the most advanced generator. Anyway this sounds and looks like a great generator and i would definitely buy this somewhere in the near future.

Cheers,
Darryl

Thank you darryldonohoe for your support, you gave me some great ideas to the future updates. :slight_smile:

For the custom made buildings request, I will add an option for this to make things easier to do, in those next updates.