Newbie tries making a fantasy city generator

I mean hardcoding how the buildings are assembled from blocks. This is to achieve specific “architectures” for buildings. Like if a skyscraper should branch out into two towers. Or if you want spires that progressively taper down in thickness as it goes higher. That sorta logic needs to be hand built into the code right? Unless I’m missing something obvious…

I was looking into cellular automata to try and automate building generation further. With just a few parameters to tweak (rules for when to spawn a building segment, and when not to spawn anything, and what block to spawn depending on what sorts of block are adjacent) you can end up with very interesting outcomes. I find though, at least from a theorycrafting perspective, that the results would either be too ‘rigid’, or too ‘organic’. Could be good if the art style you’re after is like a hyperfuturistic “machine as organism” sort of vibe (think the machine city from “The Matrix”). Any input from anyone thats tried a similar approach?

Also, yeah i agree now. Corners are pretty essential for a “voxel” based approach to work. Its a good thing you only need 1 corner for each block style too. At least for me since my voxels are cubes.

As a last aside/rant, Im running into alot of bugs just trying to implement even the simplest of systems! Ive forgetten just how hairy coding can be it seems xD