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Procedurally generated 3D city integrated in to Unity

Discussion in 'General Discussion' started by grillher, Apr 13, 2016.

  1. grillher

    grillher

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  2. Kiwasi

    Kiwasi

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    Looks nice at a glance. When is it coming to the asset store?
     
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  3. neginfinity

    neginfinity

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    There was a either a GDC or SIGGRAPH paper outlining procedural creation of cities, while taking elevation into account. I think you should find it and check it out.

    The city at a first glance looks interesting, once you actually pay attention to it, there's no empty space between houses, and road layout doesn't make sense. I think you simply used voronoi cells for that, which is not right. Cities do not look this way, in general, and I do not remember seeing many houses with non 90-degree wallls. (well, I remembered one)

    If your goal was city generation, then I think it needs more work (a lot more work) and that you may have been distracted from city generation by making procedural node system.

    There were also several other city assets (some of them abandoned), available on the internet and asset store. You should check them out too.

    Personally I would be interested to know if node based system supports boolean operations on polygonal models.
     
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  4. grillher

    grillher

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    Thanks BoredMormon! At the end of the month we'll hopefully release our early access :)

    Thanks neginfinity!
    There are quite a few papers about this, SIGGRAPH specially.

    Thank you for your attention to detail and feedback. My ideia behind this was more of proof of concept for my node-based procgen system. I should really better my models and now I'll have a better idea of where to start :)

    I've seen a few city assets. Thank you for the suggestion!

    As for whether our node-based system supports bool ops, the answer is yes ;)
     
  5. neginfinity

    neginfinity

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    So...I can take a cube, subtract a bunny mesh from it and still get proper geometry which will be a cube with bunny-shaped hole in it and correct normals?
     
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  6. grillher

    grillher

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    Oh those operations (subtract, union, intersection,...). Not at the moment but it's in our dev pipeline to create such nodes :)
    Also, a quick FYI: Sceelix is a framework so anyone is able to create those and other more complex nodes if they want, as well
     
  7. neginfinity

    neginfinity

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    Aww. That's a pity. Wanted to ask what you used for mesh booleans.(library/algorithm)

    I always wanted to have a stab at boolean operations myself, just never got to actually doing it.

    Anyway, good luck with the project.
     
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  8. darkhog

    darkhog

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    I think you should go for standard city grid:
    Code (csharp):
    1.  
    2.     |    |
    3. ----+----+----
    4.     |    |
    5. ----+----+----
    6.     |    |
    where lines are roads and plus signs are intersections. Then you can build from that, adding things like roads of differing length between intersections, roads that don't intersect with others, dead ends and so on. But your base should be a grid pattern like one I've described.
     
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  9. grillher

    grillher

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    Thanks darkhog! Grid like streets are possible. We did Voronoi to add extra complexity.
     
  10. drewradley

    drewradley

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    Just buildings? Or streets, lights, etc?
     
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  11. grillher

    grillher

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    Anything really (meshes, lights, textures, sounds, etc) although at the moment we have few nodes of each except for meshes (the textures in this example were imported). If anything is missing it is possible to create new compound nodes (composed of other nodes) or SDK nodes (coded in C#). Check out our video on Greenlight: greenlight.sceelix.com
     
    Last edited: Apr 15, 2016
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