Procedural City

Hello All!

I try to write road rules trainer/simulator

one of first steps is to create procedural city with roads net

short demo video:
[video]http://youtu.be/OhtHy1TzLtA[/video]

I think about to make lib/util for City generation

have questions/comments?
I want to know yours opinions

7 Likes

Looks great.

How do you create the streets meshes? thats always the part where I cannot find a good solution.

The library would be a really cool thing to have. Looking good thus far!

@Empire Phoenix said: Looks great.

How do you create the streets meshes? thats always the part where I cannot find a good solution.

try to answer in “two words”

At base level lies graph with vertexes corresponding to crossroads and edges to roads
Edge weight corresponds road parameters (width,lanes number, etc…)

Road net contains roads and crossroads

Crossroad have list of CrossroadSides
Knowing roads directions and widths can define CrossroadSides location and orientation
Every CrossroadSide has linked CrossroadSide
Outer sides connections forms roads, inner connection forms crossroads
Roads builds from splines, connecting centres of CrossroadSides
Spline sampled with some rate, and from every sampled point getting normal from center
these points defines roadsQuads


I think about to make all open source


Sorry for my english

This is looking (and sounding) nice, good job!

Adding a more dynamical video, showing
new feature: Circular crossroad
[video] http://youtu.be/_MG4iktof6U [/video]

1 Like

Looks great,

btw your trucks should probably get a motor inspection, they kinda smoke ^^

After a long time of building, now it’s a time to destroy
Attention!
Tanks in the City!
[video]http://youtu.be/X4kTUtZb24s[/video]

5 Likes

Hehe,

It’s really a big load of fun. looking forward to this. Plus, can you give more insights about path following or steering of those tanks (agents)… They look like they are steered and can react?