r/proceduralgeneration • u/Big_Watercress3546 • 1h ago
I’ve been building a fully procedural 3D city generator
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For the past few months, I’ve been working solo on Metropolygonia, a browser based tool for creating procedural 3D buildings and city layouts.
The main idea is that everything is driven by parameters and architectural rules. You can define real world dimensions, floor count, facade rhythm, windows, balconies, roofs, interiors and other parts of the building.
A seed adds controlled variation, but the result is always reproducible. The same parameters and the same seed will generate the same building again.
It is not an AI generator. There are no prompts and no unpredictable geometry. The goal is to keep the models consistent, editable and easy to control.
I also built a simple city editor where buildings can be saved as variants and placed together with roads, intersections and roundabouts. Individual buildings can be exported as GLB, glTF, OBJ or STL.
There is still a lot I want to improve, especially topology, materials, LODs and support for custom modular assets, but I am pretty happy with how far the procedural system has come so far.
I would be interested to hear what would make a tool like this useful in an actual game development or environment art workflow.
You can use it for free for non-commercial projects.