robcarlan / ProceduralCity

Procedural Generation of Cities

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ProceduralCity

My third-year project on 'Procedural Generation of Cities'. Information about the project itself can be found here.

Building

Boost is manually included by the include path located in the .pro file. This project relies on compiled boost libraries, so make sure the compiled boost libraries match the compiler version, i.e. MSVC140

Visual Studio:

Using the Developer Command Prompt:

qmake -tp vc ProceduralCity.pro

Creates a .vcxproj for the solution. If the UI components change, then qmake has to be rerun in order to regenerate the ui .cpp.

Linux

Create a makefile with:

qmake ProceduralCity.pro

and then just make. I wasn't able to test the program fully with Linux, as my graphics card (NVidia 480m) doesnt have recent enough OpenGL to support the indexed rendering.

Todos

Saving and loading

Include a configuration file for specifying the whole strucutre - maps, building parameters and final outputs Output formats for each stage. i.e. using the OpenStreetMap format. Should allow each stage to be a separate program ideally.

Better CSG

Better examples using the CSG models.

Unique models

Allow loading of models of a variety of formats which can be loaded in at placeholders following specific conditions. I.e. a park.

Output to Unity

How easy would this be

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Procedural Generation of Cities


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Language:C++ 96.7%Language:GLSL 1.9%Language:CMake 0.5%Language:QMake 0.5%Language:C 0.4%