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Re:Procedural Building Generation in Unreal Engine 3 by bhickey on Sunday December 12, 2010 @07:26PM (#1998633)
The results look amazing! I've always wished SimCity had done this.

The semantics for describing buildings seem a bit clunky. CityEngine uses (or used) shape grammars implemented as stochastic context-free grammars for building generation.

Suppose we want to design some buildings: Building ::= [1.0 First Floor + Rest of Floors] First Floor ::= [0.4 Door | 0.6 Door + Windows] Rest of Floors ::= [0.6 Roof | 0.4 Windows + Rest of Floors]

With three rules we can churn out buildings, where 60% are 1 story, 24% are 2 story, 14.4% are 3 story, and so on.

Here's a video of Pompeii built from a shape grammar. [http://www.youtube.com/watch?v=iDsSrMkW1uc]

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