Prefab Seed-based Procedural Generation (Picture Inclu.)

Hello everyone, hope you’re having a wonderful day. In short, I have a project I need to start prototyping, and no way to start this from scratch myself. (I wouldn’t even know where to begin.) Hang on! That doesn’t mean I want any of you to do any work for me.

Most preferably, there is a store asset out there right now at this very moment; that I just haven’t been-able to find on my own. Considering this isn’t newly ventured grounds, I’m more than sure there’s a couple free pre-existing projects out there too.


Prefabricated, seed-based procedural generation. What do I mean by this? Hopefully the below picture will help me explain a little, if any.

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Prefabricated, just meaning it’s made out of prefabs. Seed-based, meaning we just plug in a seed and it generates. Procedural;
imagine if we were to generate a city. It wouldn’t make sense to have a building, a single slice of road, and then an empty plot in a row. We need to be smart about it, and have predefined rules to tell the generator what-prefabs can go where and still make sense. I’d reference something popular like Minecraft, except that uses voxels for it’s chunks. We do not want voxels, we want prefabs to make up these ‘chunks’. (I’m using ‘we’ here, as in us; me and anyone else who needs to accomplish this.) Generation, seeming relatively obvious. Continuously generating this chunks (bi-infinitely, though of course we wouldn’t generate chunks we aren’t near/can’t see. That’s more optimization than anything, though.), one next to another with these rules to help it all make sense.

I just did a quick google and found these, can’t be certain any will be quite right but thought you might like a look, so in order of potential :

http://forum.unity3d.com/threads/released-cityscaper-procedural-city-generator.247856/

Hope you find something of use :slight_smile: