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Has anyone come close to creating a procedural city generators like these yet

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    Has anyone come close to creating a procedural city generators like these yet

    The starcitizen devs came up with possibly the best City generator tool Ive seen, I would love to see something similar to this in ue4

    https://youtu.be/_3ax4gu---Y

    or even this one
    https://youtu.be/b5AIpncO_9I




    Artstation

    #2
    The Star Citizen one is really simple, just blocks. The more complex you want it the more difficult it becomes.

    Comment


      #3
      Originally posted by AlphaWolF View Post
      The starcitizen devs came up with possibly the best City generator tool Ive seen, I would love to see something similar to this in ue4

      https://youtu.be/_3ax4gu---Y

      or even this one
      https://youtu.be/b5AIpncO_9I



      I've toyed around with the idea of making a city generator as a future project and started light investigation into the topic. Unity seems to have a few really good ones like CScape. Is this something people are really interested in you think?

      Btw, thanks for the links - I really like the Sinking City demo!
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        #4
        I find the Star citizen one to also be my fav as you can just change the zones to industrial residential, retail, ect and its really intuitive 2D layout.
        How would one even go about creating a grid like that or a 2d layout
        Artstation

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          #5
          Because the layout is all made from blocks of the same size it's very very easy to just set it up so that you can have it randomize a library of pieces for each block. If you want more complexity then you have to add more rules for what pieces can go where. But really, what you have there in Star Citizen is the most basic form you can get.

          Comment


            #6
            Originally posted by franktech
            darthviper107
            You're not really much into procedural though, be honest...
            The 'Star Citizen' tool actually has a lot of stuff going on...
            Procedural maps result in lower quality (as I said, more complexity takes more work) and I'm much more interested in higher quality/more interesting things to do than to simply have a large environment.

            But yeah, that Star Citizen tool is not complex at all, it's just pulling from a library of pieces and placing them in nice squares. The other video that was built in UE4 is much better, but takes more time and also has issues like buildings going through each other.

            EDIT: Dude, also, you need to learn how to use the Edit button, we can see every time you delete a post to make a change and it really clutters the forum.

            Comment


              #7
              CoquiGames

              Interested??? Definitely!

              Its the kind of killer product the marketplace lacks imho.
              Even Community Tools offers one albeit a starter option.

              Prior to NMS people were predicting that procedural would level the playing field for Indies. That hasn't happened but there's still a place for more procedural tools. That said.... There's always the complexity versus completeness challenge. Make it simple to use, its probably too basic or simple looking. Give it a richer feature-set, and its probably too hard to use (faster to just create static Art)...

              Also to see the possibilities, you'd need to include lots of built-in textures out of the box to build lots of different cities... From Victorian to contemporary to futuristic to ultra Sci-fi etc... The tool itself could use a tool to help create unique textures to drive the city generator. Without that, it puts far more pressure on the buyer to have all those skills / resources. Also, tools like this normally need close sync between the raw textures supplied and the underlying code, so that everything can be leveraged to the max.

              If you decide to make this product, I imagine it will take over your life. Animal behavior packs etc may suffer / get sidelined. So you'll have to ask yourself. Is this what you want too? Personally I think it'd be a valuable product, but then I'm clearly biased...

              Comment


                #8
                Assassin's Creed had some nice procedural tech too...
                Don't have time to check now, but bookmarked 1 2 3

                Comment


                  #9
                  darthviper107
                  Originally posted by darthviper107 View Post
                  Procedural maps result in lower quality (as I said, more complexity takes more work) and I'm much more interested in higher quality/more interesting things to do than to simply have a large environment.

                  But yeah, that Star Citizen tool is not complex at all, it's just pulling from a library of pieces and placing them in nice squares. The other video that was built in UE4 is much better, but takes more time and also has issues like buildings going through each other.
                  All the exteriors plus signs, roads / walkways and NPC's.
                  All the interiors plus all the active parts like doorways etc.
                  Scattering and blending all of that into existing cityscapes...

                  Not complex at all? In that case I challenge you to create this procedural masterpiece!
                  Seriously I know what you're actually saying, too much procedural risks blandness etc.
                  But as a base or basis for level making, which is what's shown here, its a neat feature.

                  Originally posted by darthviper107 View Post
                  EDIT: Dude, also, you need to learn how to use the Edit button, we can see every time you delete a post to make a change and it really clutters the forum.
                  Sorry old habits from other forums, didn't meant to annoy you.
                  There's no way for Mods to turn off this God mode I guess???

                  Comment


                    #10
                    Originally posted by franktech View Post
                    darthviper107


                    All the exteriors plus signs, roads / walkways and NPC's.
                    All the interiors plus all the active parts like doorways etc.
                    Scattering and blending all of that into existing cityscapes...

                    Not complex at all? In that case I challenge you to create this procedural masterpiece!
                    Seriously I know what you're actually saying, too much procedural risks blandness etc.
                    But as a base or basis for level making, which is what's shown here, its a neat feature.



                    Sorry old habits from other forums, didn't meant to annoy you.
                    There's no way for Mods to turn off this God mode I guess???
                    The city shown at the beginning of the video doesn't have that stuff, it's literally just blocks of city buildings being randomized. The interiors shown there aren't a component of the procedural city, and even those interiors only have a little bit more complexity to them

                    When you delete a post it's still listed for us in the forum, only a mod can delete it without it showing up anymore.

                    Comment


                      #11
                      Originally posted by darthviper107 View Post
                      The city shown at the beginning of the video doesn't have that stuff, it's literally just blocks of city buildings being randomized. The interiors shown there aren't a component of the procedural city, and even those interiors only have a little bit more complexity to them
                      All three were combined here, at least that's what they imply...

                      Comment


                        #12
                        It's still the same thing, even if it's got a door to go inside it's just placing buildings on a grid and randomizing it. NMS does a lot more since it has to be much more particular about where things get placed.

                        Comment


                          #13
                          Originally posted by franktech View Post
                          CoquiGames

                          Interested??? Definitely!

                          Its the kind of killer product the marketplace lacks imho.
                          Even Community Tools offers one albeit a starter option.

                          Prior to NMS people were predicting that procedural would level the playing field for Indies. That hasn't happened but there's still a place for more procedural tools. That said.... There's always the complexity versus completeness challenge. Make it simple to use, its probably too basic or simple looking. Give it a richer feature-set, and its probably too hard to use (faster to just create static Art)...

                          Also to see the possibilities, you'd need to include lots of built-in textures out of the box to build lots of different cities... From Victorian to contemporary to futuristic to ultra Sci-fi etc... The tool itself could use a tool to help create unique textures to drive the city generator. Without that, it puts far more pressure on the buyer to have all those skills / resources. Also, tools like this normally need close sync between the raw textures supplied and the underlying code, so that everything can be leveraged to the max.

                          If you decide to make this product, I imagine it will take over your life. Animal behavior packs etc may suffer / get sidelined. So you'll have to ask yourself. Is this what you want too? Personally I think it'd be a valuable product, but then I'm clearly biased...
                          "Even Community Tools offers one albeit a starter option." - can you give me a link to this asset?

                          I've been really interested in PG for a while and this seems like the project to dive deeper into it (like my animal AI project was a way to learn AI!). I'll have to dig a bit more and see if this can be my next project after Im done with ABK. Its either this or a traffic system I've been thinking about lol.

                          [WIP] Procedural City Generator | RPG AI
                          [MARKETPLACE] Animal Behavior Kit | Space Shooter Template | Procedural Foliage Tool | Procedural Park
                          [FREE] Modular Road Tool | Action Platformer Template | Radar BP | Free Birds
                          Join our Discord

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                            #14
                            Honestly the risk of procedural generation of large cities being bland is a very minor issue, that could easily be counted by having the main grid road system pass first, then the zone tiles placed, but also add PG to each individual tile itself on the final pass. or even just have many variations of sub roads and tile types.
                            if you can go in once the build is finished and regenerate each tile independently it would be extremely flexible.

                            for now I would just settle for the actual city and road system without interior rooms as the game type I would like this for is a vr cockpit flight game.
                            this would help small teams and solo devs like me get a real jump in getting games off the ground. But as of yet I have not come across anything in the ue4 marketplace even like this. Yet I have seen something like this in the unity store
                            Artstation

                            Comment


                              #15
                              Originally posted by AlphaWolF View Post
                              Honestly the risk of procedural generation of large cities being bland is a very minor issue, that could easily be counted by having the main grid road system pass first, then the zone tiles placed, but also add PG to each individual tile itself on the final pass. or even just have many variations of sub roads and tile types.
                              if you can go in once the build is finished and regenerate each tile independently it would be extremely flexible.

                              for now I would just settle for the actual city and road system without interior rooms as the game type I would like this for is a vr cockpit flight game.
                              this would help small teams and solo devs like me get a real jump in getting games off the ground. But as of yet I have not come across anything in the ue4 marketplace even like this. Yet I have seen something like this in the unity store
                              The city generator can just be setup to spawn the actors in your scene (roads, buildings, props) and then you can change any of the actors in your scene after the fact. That part is "relatively" easy to do. What seems a bit harder is adding randomization to the city generation - do you want to generate a random road network that makes sense? Do you want to randomize each city block? Etc, etc.

                              The example from Sinking City is actually a happy medium IMO. It looks like the artist defines the road network (no randomization there) and then the tool populates the surrounding areas with random assets based on a bunch of parameters (like building size, orientation, city block type, etc). A tool with this functionality is fairly feasible I think
                              [WIP] Procedural City Generator | RPG AI
                              [MARKETPLACE] Animal Behavior Kit | Space Shooter Template | Procedural Foliage Tool | Procedural Park
                              [FREE] Modular Road Tool | Action Platformer Template | Radar BP | Free Birds
                              Join our Discord

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