Single Building Updates
Updating the textures for the City Gate
Updating the textures for the Single Building and Testing it in Unreal Engine as a whole
Updating Basic Unit Blocks
The two new variants of basic unit blocks “full brick ground” and “full grass ground” have been made, among which the “full brick ground” is subdivided into two side branches, “rich vegetation” and “sparse vegetation”.
This display level shows all the prepared and read-to-use basic unit blocks (including all the variants).
An overview of the latest basic unit blocks applied
City Layout Improving Plan
Problem: All the blocks are now vertical, facing the same direction, and are prone to continuous or clustered arrangement of the same blocks. Hoping to improve this problem with Shape Grammar and a few algorithm iterations to get close to the “Expected Result” diagram as shown below.
Updating Shape Grammar Application
Shape Grammar applied the two new basic unit block variants described above, “full brick ground” and “full grass ground”, to the results of generating larger blocks.
Updating the corresponding cluster token list and rule at the same time
Each token here represents a prefabricated cluster (larger block)
Layered grammar can recursively generate clusters
Block constraints and Shape Grammar work together
Limit all blocks containing towers to the upper left quarter of the Ward.
Added customizable decorative components such as street lights to the road.
Updating City Generator