Procedural Playgrounds

I’ve been fascinated recently with the technology behind procedurally generated cities.  For open-world games, being able to generate believablebut more importantly, engaging—cities opens up lots of gameplay possibilities.  A particular gameplay possibility has my brain on fire right now.

I found these resources so far:

    • james lethem
    • May 29th, 2010

    This year my university dissertation was on city zoning with a procedural city generator.

    Because its with Blender, you may be interested:
    http://www.blendernation.com/city-zoning-modification-for-blended-cities-script/

    Download the current script here:
    http://jerome.le.chat.free.fr/index.php/en/city-engine/news/

    Hope you like it!

    • Very nice! Thanks for sharing. I need to refamiliarize myself with Blender; I find it terribly difficult to use having grown up with 3D Studio and then 3DS MAX.

      What inspired you to work on procedural city generation? Have you investigated procedurally-generated interiors?

        • james lethem
        • June 6th, 2010

        “what inspired you to work on procedural city generation?”

        Before choosing a dissertation, I had always been interested in how tree generators work:

        http://lsystem.liquidweb.co.nz/
        http://graphics.uni-konstanz.de/~luft/ivy_generator/

        I like how they can be programmed mathematically whilst giving the artist control. However it is hard to give an artist a level of control which is easy to understand.. ie a lot of parameters to tweak etc.

        So I decided to do my dissertation on city zoning where the user can paint the different zones on a map which tells the script where to place certain types of buildings.

        I feel that by using such a method it is easier to use and understand as an artist..

        “Have you investigated procedurally-generated interiors?”

        When I looked at procedural buildings I read a few papers on interiors. There are a few on computer created interior designs that perhaps you may be interested in but these are more general with regards to how close a program can design to a human.

        Slightly related, this may interest you: http://www.youtube.com/watch?v=AtC0lpKKE38

      • That video for Structure was VERY impressive. It represents exactly the kind of procedural interiors I’d need to pull off a particular kind of game I’ve been thinking about lately.

        Of course, now that I’ve seen it, it’s likely patented and inaccessible. :)

        I wonder if those environments persist indefinitely; that is, does a destroyed interior remain destroyed (and the pieces remain strewn about the floor) even if I move miles away and then return? (Does The Matrix have garbage collection? :)

        I think it’s curious that all of the research in procedurally generated cities seems to focus so much on what we’d consider typical, modern-day urban environments. Why aren’t the demos a bit more whimsical? I desperately want to see tech like this applied to cities more akin to what we see in the Thief or Fable games. Interiors are a must, though, and the trick, especially with the likes of Thief, is making interiors compelling enough to play.

  1. Hi!

    Just in case, here is another procedural generator for cities and buildings. It developed on top of SideFX’s Houdini:

    http://iiia.udg.edu/GGG/skylineEngine/

    I really hope you’ll find it useful!

    cheers

    dagush.-

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