- Surface objects - balconies, air-con units, ducting, etc.
- Surface projections - bits that stick out, and in-turn have windows/etc.
- Multi-part buildings - intersecting parts in a cluster, at different heights.
- Non-right-angle intersections - should be do-able.
- Buildings on buildings - large rooftops can recursively have smaller/similar buildings on top.
- Styling - design seed can keep same style among a cluster but different between
|Procedure injection points on a general building structure.|
|Rig to test support for openings in the sides of buildings. 'Unit testing for procedures' in a way.|
- Clipping - Intersect, working out where the join is and just filling each part with the usual facade (window grid, etc), making some changes to the edges to fit better.
- Culling - Intersect, but this time just cull any windows that would become split where the join should bee (replacing them with basic wall).
|The clipping approach in action. Windows scale to fit space.|
|The culling approach in action. Windows are removed when not enough space.|
|The main differences between the clipping and culling approaches to building intersection.|
|Basic design variation examples|
- Generating building clusters to fill the city blocks.
- Populating the surfaces with proper features.
- Adding some LOD support for full city use.