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Procedural City | Generation Systems & Tools | Unreal Engine 5
Feb 2026 | ~1 week
Procedural city generation system using spline-based roads and dynamic building logic
Key Systems
• Procedural Systems: Spline-based road generation with automatic environment expansion
• Building Generation: Parametric buildings with dynamic scaling and detail adjustment
• City Layout: District-based zoning and density variation
• Worldbuilding: Large-scale environment generation with terrain integration
• Optimization: Debug visualization and low-poly mesh replacement
Technical Challenges
• Generating consistent road networks using spline systems
• Handling procedural building generation with dynamic parameters
• Managing large-scale environment performance and optimization
• Implementing district zoning with visual and structural variation
• Creating scalable systems for expanding city layouts dynamically
Overview:
Prototype demonstrating procedural content generation for large-scale urban environments.
Roads are generated using splines, automatically spawning intersections, sidewalks, and props. Buildings are generated dynamically with adjustable parameters, including height, proportions, and architectural features.
The system supports district zoning using texture maps, allowing variation in building density and layout. Visualization tools provide debug views of city blocks and zones, while optimization techniques replace detailed meshes with simplified versions for performance.
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