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Procedural Cities with Interiors [FREE]

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    Procedural Cities with Interiors [FREE]

    Already posted this on reddit and got a good response there so I'm sharing my procedural cities project here for free as well, including source and the thesis that is based on the project.

    link to github: https://github.com/magnificus/Procedural-Cities
    link to thesis: https://lup.lub.lu.se/student-papers/search/publication/8929185

    Additional youtube link: https://www.youtube.com/watch?v=jzC8-ShCoOE

    All buildings have full interiors.

    The code base is a prototype so everything is hardly optimal, the concepts described in the thesis are a little more clear than their implementations, but you're more than welcome to use anything you wish.
    Last edited by magnificus; 04-04-2018, 06:48 AM. Reason: Changed the thesis link.

    #2
    fantastic !!!
    many many thanks for sharing <3

    Comment


      #3
      Absolutely mega!!! Hats off to the work you put into this.

      I and another contributor are currently extending the UE4 StreetMap Plugin by Mike Fricker with the idea of having an OpenStreetMap editor inside Unreal. Just got around to load single point objects as meshes, move them around the level and save them again through Unreals XML parser. Branch-Link (Warning - very rough state!!! and needs my UnrealEngine fork to compile)

      Procedural buildings is something on our wish list but not yet tackled. This would be a perfect fit for procedural generation of OpenStreetMap data with building interiors!!!

      I see you do procedural road network generation. Would it be possible to take an OSM road network which usually only has "2D" data to start the lot generation and generate meshed roads with curbstones, buildings and all that with real world data?

      Kind regards
      Max

      Comment


        #4
        Originally posted by MaSe87 View Post
        Absolutely mega!!! Hats off to the work you put into this.

        I and another contributor are currently extending the UE4 StreetMap Plugin by Mike Fricker with the idea of having an OpenStreetMap editor inside Unreal. Just got around to load single point objects as meshes, move them around the level and save them again through Unreals XML parser. Branch-Link (Warning - very rough state!!! and needs my UnrealEngine fork to compile)

        Procedural buildings is something on our wish list but not yet tackled. This would be a perfect fit for procedural generation of OpenStreetMap data with building interiors!!!

        I see you do procedural road network generation. Would it be possible to take an OSM road network which usually only has "2D" data to start the lot generation and generate meshed roads with curbstones, buildings and all that with real world data?

        Kind regards
        Max
        Thanks, glad you like it, yeah you'd probably have to get your hands a little dirty in the code but building the plots, houses etc. only requires a set of lines with specified width, which is now generated internally. Swap these procedurally generated lines for a real world road network and you should in theory be good to go.

        Comment


          #5
          Thanks for share with the community. I see a problem here, you're using a GPL source code lib license, and is not allowed to use with UE4, in other hand even if was allowed, you can't use that lib and set your project MIT. Your project is fine under MIT, but you will have to find other lib for noises.

          This can be an alternative https://github.com/SRombauts/SimplexNoise ?
          Last edited by Hevedy; 10-17-2017, 05:34 AM.
          Hevedy - Instance Tools: https://hevedy.itch.io/hevedyinstances
          Hevedy - Image Tools: https://hevedy.itch.io/imagetools

          Comment


            #6
            Originally posted by Hevedy View Post
            Thanks for share with the community. I see a problem here, you're using a GPL source code lib license, and is not allowed to use with UE4, in other hand even if was allowed, you can't use that lib and set your project MIT. Your project is fine under MIT, but you will have to find other lib for noises.

            This can be an alternative https://github.com/SRombauts/SimplexNoise ?
            Ah of course, how stupid, I'll get right on changing that, thanks for the link.

            EDIT: The library is now replaced with the one under MIT licence.
            Last edited by magnificus; 10-17-2017, 11:14 AM.

            Comment


              #7
              Thank you so much
              Hevedy - Instance Tools: https://hevedy.itch.io/hevedyinstances
              Hevedy - Image Tools: https://hevedy.itch.io/imagetools

              Comment


                #8
                Thank you very much for releasing this. impressive demo sir.

                Comment


                  #9
                  I have not seen a single bathroom this are nightmareish cities.

                  Comment


                    #10
                    Originally posted by Hethger View Post
                    I have not seen a single bathroom this are nightmareish cities.
                    Lol, there are a lot of toilets but no showers come to think of it, might be a good addition.

                    Comment


                      #11
                      Are we able to add in our own assets and play with the generation of this?
                      Would this fall under the same "scope" as like the functionality and editability (is that a word?) of Dungeon Architect ?
                      What about materials for the buildings and all that? Is that something we can change as well?
                      Founder and CEO of Angry Penguin Studio, LLC
                      Dallas, TX USA
                      https://www.facebook.com/AngryPenguinStudios

                      Comment


                        #12
                        Originally posted by AP_Studios View Post
                        Are we able to add in our own assets and play with the generation of this?
                        Would this fall under the same "scope" as like the functionality and editability (is that a word?) of Dungeon Architect ?
                        What about materials for the buildings and all that? Is that something we can change as well?
                        Yes you can change all the meshes, the algorithm uses the collision box associated with them in UE4 so they don't have to be the same size, change them in PlotBuilderBP and HouseBuilderBP. All materials can be changed in ProcMeshActorBP. I'm not familiar with Dungeon Architect so I can't answer that.

                        Edit: The project is a prototype so the code-base is hardly optimized or polished, you're very welcome to look into the code and play with it but I'd avoid basing too much on it as it is right now.
                        Last edited by magnificus; 10-20-2017, 12:02 PM.

                        Comment


                          #13
                          Thesis? You wrote a book

                          Thanks for sharing all this hard work!

                          Comment


                            #14
                            Could not get it to work at all. I get a stack overflow on baselibrary. I've tried fixing it but no avail, more time would be needed. If I run in debug mode I don't get the stack overflow but the code is clearly looping at getProperIntersection and getNeibourgingPolys and I think decidePolygonFate as well. Any tips?
                            Last edited by DavidNSilva; 10-20-2017, 01:32 PM.

                            Comment


                              #15
                              Did anyone get it to work, as I could not do the required re-build in UE 4.16.3 ?

                              Comment

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