Procedurally Generated Futuristic City

C# | Unity


This was a city created for a Procedural Content Generation module at university. Various algorithms and procedural techniques were used to generate an entire city scape from scratch. The buildings, signs, colour scheme and more are created at run-time and look different each time the program is started.

Perlin Noise was used alongside grid circularisation to achieve realistic building placement locations, as well as raytracing to ensure they were placed level with the terrain. As well as the city buildings, a galaxy simulation was created using Ringermacher and Mead's spiral galaxy structure equations.