Latest Devlog:
Workflow Showcase:
Older Devlogs:
Hi everyone,
I've been working on a Procedural City Generator as a side project and wanted to share what I have so far.
Current Workflow:
What I have so far:
Still Planned:



Workflow Showcase:
Older Devlogs:
Hi everyone,
I've been working on a Procedural City Generator as a side project and wanted to share what I have so far.
Current Workflow:
- Create your road network (manual for now)
- Lay down your zones
- Spawn your buildings and adjust
- Convert buildings into HISMs
- Setup your foliage settings and spawners
- Spawn foliage and adjust
- Convert foliage into HISMs
- Spawn props (not implemented)
- Final scene adjustments and testing...
What I have so far:
- Use any road actor as long as it has a spline component to create your city layout
- City Zones - define your parameters per zone and let the generator do the rest! You can create as many custom zones as you like
- Foliage spawner - quickly spawn foliage along your roads with ability to spawn foliage per zone or per road! The Foliage Spawner spawns foliage in a general area to create parks / forest with customizable "buffer" area per tree and minimum slope per spawn
- Convert your spawned actors to Hierarchical Instanced Static Meshes quickly - both buildings and foliage to improve performance
- Building Interiors - quickly setup your building interiors. Interiors can be randomized on a per building basis and only spawn on Player proximity allowing for better performance
Still Planned:
- Prop spawner system - spawn "props" along the roads (stop signs, benches, custom meshes)
- Road Network Generator - generate road network procedurally
- General improvements (ofc!)
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