A downloadable tool

This is a city generator that builds cities using a slot-based grid system. Each block can be different sizes (1x1, 2x1, 2x2), and blocks are assigned district types (residential, commercial, industrial) using noise or random placement.

  • Buildings are placed based on the district and density settings, and can be reused by saving the CityConfiguration resource.
  • Visuals and materials are pulled from your assigned assets in the configuration.
  • Support for further subdivision and smaller subroads in residential zones.
  • All generated components are standalone nodes within the world, allowing for post-generation adjustments.

What this tool is:

  • A fast way to generate blocky, retro-style city layouts.
  • A good starting point for developers that don't have the time or skill to manually place hundreds or thousands of buildings.

What this tool is NOT:

  • This does not do all the work for you - You will likely need to do manual cleanup, move buildings on occasion, especially if you're using unique tscn files. This tool is designed to give you a strong framework, but procedural generation cannot replace true artistic creativity.
  • This doesn't optimize scenes for you - There's some material and mesh sharing with the roads/intersections, but if your building tscn files don't follow best practices, CityCrafter won't fix your mistakes. See the tips section in the GitHub readme for help in that regard.

Check the readme for Instructions

Github Repository

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