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P0-A6: Part 682: City Generator

by on Jan.19, 2020, under Astral Realms, P-0, P0_A6, Software and Games, Spiritus Astrum

I have completed most of the integration of the new City Generator system with my procedural placement system.

There are still some bugs which I need to fix, such as issues with the alignment of the city platform with the terrain, and with the city platform being offset from the terrain.

I also need to optimise the city management system, to improve framerate. When all buildings are visible at once, as well as all of the other graphics features, the framerate does drop. I can use more aggressive LOD’s, etc, to fix this.

I also want to add a more realistic looking base platform for the city.

Once this is done, and I have made some improvements and optimisations to the city generator, I can do some preliminary work on dynamic navmeshes for the city (Using the A* pathfinding project) so that I can implement the basics of an NPC AI system for cities.

I also want to look at modular buildings. This will both improve performance (because I am only loading part of a building at a time) and add complex procedural construction options, greatly improving the unique feel of the game.


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