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P0-A5: Part 661: Procedural City Generator

by on Dec.01, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum

I have been working on improving the real-time performance of the procedural city asset in my project.

There is a noticeable drop in framerate when loading in even small cities, and this needs to be solved.

My idea was to load all of the building objects themselves into another scene, and then load this scene asychronously. This would become an “object pool”, and I could select and place an instance of an object from the async scene without having to instantiate it.

The problem is that the city generator asset that I am using also has other performance issues that make it unsuitable for real time use.

I am not sure how I am going to fix this, I may in fact need to create my own procedural city asset, and I have been doing some research into some options for this.

THIS video on youtube provided some excellent tips and source code for procedural city generation.

Ideally, I would add multi-threading to the current city generator asset, but this may not be possible.


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