• Are you doing it all in blueprints?
Yes I am.
• How is performance?
It takes about two seconds to generate new town. To feel performance drop I need to increase town size 4 times. At the moment I'm not using instances meshes, however, most of my meshes are really low poly and I reuse a lot of same textures.
Everything in my project is data driven, I'm not using collision checks, ray casts or anything like that. Instead, I generate a set of data and then use builder classes to build, walls, buildings, roads and so on.
• Could you generate a much larger initial shape?
Yes, by changing value of the single variable. However, my macro variation system does not take that into account, so if I drastically increase town size they start to look alike.
• What about building many towns and joining them so any common edges or overlaps were blended together?
Yes, my framework supports that. At the moment what does not look very good, I would need to adjust some stuff if I would like to do that properly.

Yes I am.
• How is performance?
It takes about two seconds to generate new town. To feel performance drop I need to increase town size 4 times. At the moment I'm not using instances meshes, however, most of my meshes are really low poly and I reuse a lot of same textures.
Everything in my project is data driven, I'm not using collision checks, ray casts or anything like that. Instead, I generate a set of data and then use builder classes to build, walls, buildings, roads and so on.
• Could you generate a much larger initial shape?
Yes, by changing value of the single variable. However, my macro variation system does not take that into account, so if I drastically increase town size they start to look alike.
• What about building many towns and joining them so any common edges or overlaps were blended together?
Yes, my framework supports that. At the moment what does not look very good, I would need to adjust some stuff if I would like to do that properly.


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