Single Building Updates

Updating the textures for the City Gate

Front
Side

Updating the textures for the Single Building and Testing it in Unreal Engine as a whole

Single Building Textures
Rich Version

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).

Display Level

An overview of the latest basic unit blocks applied

Overview

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.

Diagram

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.

Full Brick Ground Overview
Full Brick Ground Overview
Full Grass Ground Overview
Full Grass Ground Overview

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

1 x 2 + 1 x 2
1 x 1 + 1 x 1 + 1 x 2

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.

Example

Updating City Generator