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City Generator

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Overview

City Generator is a procedural city creation tool built in Unity. It provides foundational architecture for generating city layouts, building placements and environmental blocks within a Unity project. This system can be extended for games, simulation environments, visualization tools, or procedural content workflows.

The goal is to give developers a reusable base for generating scalable urban environments that integrate well with gameplay or scene design tools.


Core Features

Procedural City Generation

  • Generates street grids and block layouts
  • Modular building placement
  • Configurable city dimensions
  • Supports iterative refinements

Unity Based Implementation

  • Built entirely in Unity C#
  • Extensible components for:
    • City logic
    • Tile generation
    • Scene population

Editor Integration

  • Easily run generation tools from the Unity editor
  • Designed for rapid prototyping and testing layouts

Getting Started

Clone the Repository

git clone https://github.com/HTANV/City-Generator.git
cd City-Generator

Open in Unity

  • Open Unity Hub
  • Click Add → select project folder
  • Use a Unity version compatible with your setup (2020 LTS or later recommended)

Run City Generation

  • Open sample scene (if included) under Assets/Scenes
  • Press Play in Unity Editor
  • Trigger generation via UI or script

Project Structure

City-Generator/
├── Assets/
│   ├── Scenes/               # Example or test scenes
│   ├── Scripts/              # Core generator algorithms
│   ├── Editor/               # Editor tools & helpers
├── CityGenerator.sln         # Visual Studio solution
├── ProjectSettings/          # Unity project settings
├── Packages/                 # Unity package manifest
└── README.md                 # This file

Technical Details

Feature Description
Language C#
Framework Unity
Procedural Logic Modular generation blocks
Platform Windows / macOS / Unity Editor
Primary Use Game & environment prototyping

How It Works (High Level)

A typical city generation workflow involves:

  1. Define City Parameters Set bounds, density, and building seed values.

  2. Generate Street Layout Use grid or procedural rules to map road networks.

  3. Populate Blocks Place buildings and props based on block segmentation.

  4. Post‑Processing Add details like lighting, landmarks, or environment features.

This pattern enables flexible expansions — from simple grid cities to complex, rule‑driven urban scenes.


Use Cases

  • Open‑world game development
  • Urban simulation and testing
  • Procedural content research
  • Dynamic scene creation for film or VR

Notes & Disclaimer

  • This repository is a foundational base and may require extensions for full production workflows.
  • No published releases at the moment — this is source code first.([GitHub][1])

Contributing

Contributions are welcome! You can help by:

  • Adding new generation algorithms
  • Improving editor tooling
  • Creating demo scenes
  • Extending visualizations

Submit PRs or open issues on GitHub.

Acknowledgements

City generation techniques include grid systems, procedural block placement, and rule‑based patterning used widely in game dev and simulation workflows.([GitHub][2])

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