Building a procedural city generator in Unity – AR version!

Hilmyworks' Procedural City Generation on August 28th 2018
August 28th 2018

So far, the buildings generated were accurately scaled. On August 2018 I started experimenting with AR, which I discovered that a real-size skyscraper in AR isn’t that easy to view on a phone! So I added a Minimize mode, where the buildings could be scaled down to be viewable on an AR-detected floor.

The implementation is admittedly a hack, and since some parts of the code couldn’t figure out what to do with the new scale, issues with z-fighting and object placement appeared. But on the whole, it’s a version I can show to people on my phone, so I just need to clean up my code.

Building a procedural city generator in Unity

Hilmyworks' Procedural City Generation on June 27th, 2018
June 27th, 2018

Since I was able to generate a building on any physics-enhanced surface in Unity, I can add the code into any scene, click-and-drag on a physics enabled surface and generate a building on it. Thus, when I got Gaia around the end of June, I was able to generate procedural buildings within a generated landscape scene.

Added a Post-Processing Stack effect for fun.

Building a procedural city generator in Unity

Hilmyworks' Procedural City Generation on January 12th 2018
January 12th 2018

On January 12th, 2018 I added the ability to generate finer detail on the rooftop and grid-like facades on the building walls. The added edges on top of the building created a more believable look, and I was able to adapt the code to create randomized grid patterns on the walls.

The code still isn’t perfect; top building on the left has a definite overhang. Part of the work was figuring out where the rules failed in generating believable content and correcting as I go along.