Posted March 8, 2011 at 14:14 in Games, Graphics, Illustrator, Scriptographer - 1 comment

Some days ago I found a paper entitled ‘Procedural modelling of cities‘ written by Parish and Müller (creators of CityEngine), and was reminded of Introversion‘s game-in-progress Subversion.Procedural generated cities produce some rather interesting patterns so I started to look around for more code and found the Suicidator City Generator, a free Python script for Blender.

Jared Tarbell’s homepage Complexification is another page I had found earlier. He has made some amazing scripts using Processing and his random line, water color script very much resembles a huge city viewed from above.Anyway, I threw myself head-over-heels into this undertaking and spent two nights trying to make my own city generator and came up with this.Now, I must say that it looks fairly satisfying but it only works a fraction of the times I run it and I have no control over any of the parameters I should be able to control such as population density, map type (raster, radial or a mix of the two), road curvature, road classes and their potential to spawn new branches.

As in Introversion’s Subversion I guess that I would have to make use of some complex L-system but that is a little too much above my competence level, for the moment.


  1. Roman Riesen
    June 25th, 2016 at 1:43

    Thank you very much for pointing me towards the paper!
    Will be a great help in my pursuit of creating a game with endless amounts of endless cities to explore and survive in.