https://github.com/sunsided/unity-procedural-cities
Some naive experiments with procedural city generation in Unity
https://github.com/sunsided/unity-procedural-cities
procedural-generation udemy unity unity3d
Last synced: over 1 year ago
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Some naive experiments with procedural city generation in Unity
- Host: GitHub
- URL: https://github.com/sunsided/unity-procedural-cities
- Owner: sunsided
- License: mit
- Created: 2019-08-18T15:58:15.000Z (almost 7 years ago)
- Default Branch: master
- Last Pushed: 2020-02-21T11:25:27.000Z (over 6 years ago)
- Last Synced: 2025-02-28T12:32:51.030Z (over 1 year ago)
- Topics: procedural-generation, udemy, unity, unity3d
- Language: C#
- Size: 1.47 MB
- Stars: 19
- Watchers: 3
- Forks: 3
- Open Issues: 0
-
Metadata Files:
- Readme: README.md
- License: LICENSE
Awesome Lists containing this project
README
# Procedural Cities
A procedural house/city generator as described in the [Build a System that Generates Houses & Castles](https://www.udemy.com/course/unity-5-build-a-system-that-generates-houses-castles-auto) Udemy course.
This project also uses assets from the [Low Poly Nature Pack](https://free3d.com/3d-model/free-low-poly-nature-pack-16603.html).

So far, the following is implemented:
- 3D grid sampling for starting positions,
- Disconnected component suppression to encourage "bigger" houses
- Randomized prefabs instantiation for
- Regular walls,
- Walls with doors on the ground floor, and
- Rooftops,
- Windows with balconies and flowers,
- Outdoor items (rocks, trees, flower patches),
- Shared wall removal.
Smaller villages at a 25% chance of
clustering horizontally and a 25% chance
of clustering vertically:

Larger clusters of blocks at a 62% chance of clustering horizontally and a 11% chance of
clustering vertically:

A view from the inside:
