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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

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

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!

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

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.

@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 very 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 be a valuable product, but I’m clearly biased… :stuck_out_tongue:

@darthviper107
You’re not really much into procedural though, be honest… :stuck_out_tongue:
The ‘Star Citizen’ tool actually has a lot of stuff going on…

@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… :stuck_out_tongue:

@darthviper107
You’re not really big into Procedural though, be honest… :stuck_out_tongue:
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.

@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… :stuck_out_tongue:

Assassin’s Creed had some nice procedural tech too…
Don’t have time to check now, but bookmarked 1 2 3

@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! :stuck_out_tongue:
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.

All three were combined here, at least that’s what they imply…

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.

“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.

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 :frowning:

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 :slight_smile:

Hey guys, I posted a GIF of our own solution for procedural levels generation in UE4 sub-reddit, and @AlphaWolF invited me over to post in this thread. Here’s an article about how our tool works:

http://www.lucianoiurino.it/procedural-dungeon-generation-in-ue4/

It’s nothing fancy like StartCitizen’s, but it’s proving to be very useful and fun to work with in our own projects.

Hey @AlphaWolF ,

This thread got me inspired so I decided to work on this project this week lol. This is what I got so far - is this what you had in mind? What do you think?

https://youtube.com/watch?v=3QmeFyiNEv8

Excellent , I’m really happy Something has already come of this and I am glad I inspired you .
I love how you already got straight on the idea of using instanced meshes and only rendering interior assets when close to them,
and that your thought process about having flexibility after the city has been generated. this was my thinking also.

I have also been giving a lot of thought to how the best way to do this and what I kept thinking would work really well and give the biggest flexibility
would be a seamless tile based system with various tile types available. so I started to work on something like that as a side project.

so you select your grid size and apply a material color to every individual tile basically painting where you would want different zones.
EG:
Orange = industrial zone
red = retail zone
green = park zone
blue = corporate zone
purple = public service zone.

then every zone tile will proceduraly generate the assets for the type of zone they represent and can be selected independently and randomize if you are not happy with a particular one.

this could even be a layered type of procedural generation that once the zone have been generated it then does a generation on interior layouts and props.

also roads are going to need streelamps and traffic bits.

this is what I started working trying to get some kind of grid system up and ruining, but I its very early and this is still a new area to me also. I have only got 2 tile types up and running so far and I can hit randomize button. got not way tom place things like roads yet or custom zones.