Building a dynamically generated city

Shamus wrote some impressive procedural city software in OpenGL and posted this simple summary of how the process works -

  • The project is bound to Windows right now. Several people made great suggestions yesterday for wxWidgets, Qt or SDL. I don't have time to examine those now (the interface is already done and I'm anxious to move forward) but I am making a note to make sure my next project is written on something portable.
  • I'm using OpenGL for rendering. The API seems more quaint every year, but it still gets the job done without getting in the way.
  • The look I'm going for is a helicopter-level view of a city, not a street-level view.
  • The city is going to be pretty basic. 30 hours is not much time, and I'm aiming for simple-yet-effective as opposed to profound and feature-rich. While a lot can be done with a procedural city, I'm not going to take this idea very far to begin with. I just want something that's fun to view for a couple of minutes.
Not much in the way of specifics, but much more info can be found on the Twenty Sided blog - p1, p2, & p3 [via Create Digital Motion]


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Comments

Oldest comments listed first.

Posted by: Polynonymous on June 12, 2009 at 6:21 PM

Pretty cool, I look forward to seeing this in a future version of Dwarf Fortress.


Posted by: Andy Cakebread on June 14, 2009 at 5:35 AM

Interesting

Very nice. I see the city is based on the grid system used in most american cities. Could you generate a city based on ancient pathways/semi-randon pathways which most european cities are based on?


Posted by: Anonymous on June 16, 2009 at 3:31 AM

I love that spirit:
"I just want something that's fun to view for a couple of minutes."
Great job!


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