CGAL's docs are pretty good but there's a fair amount they assume you're know. I bought a copy of CGAL Arrangements and Their Applications and found it to be very helpful for filling in those gaps and understanding the architecture.
With a better understanding of arrangements, I started trying to implement the OBB-based Subdivision algorithm described in Procedural Generation of Parcels in Urban Modeling. It's looking promising but I still need to implement the checks that a lot's area is within a range and that it has a certain amount of street access.
Got the rows of crops, trees and buildings all using a new instanced drawing system. Looking forward to building out some industrial areas next.
- Separated the models and views so now buildings that share a BuildingPlan are drawn as instances.
- Added a concept of a District which has a ZoningPlan that determines how it is divided into Blocks and Lots and which BuildingPlans are used.
- Changed the palette and shader to be more in line with Crews' style.
- Got the blocks dividing into lots using the straight skeleton.
- Upgraded CGAL to 4.7
- Started trying to use CGAL's 2D Arrangements for things like creating sawtooth roofs and sub-dividing lots
- Added a Block mode for testing the subdivision of a single block
- Upgraded Cinder to 0.9.0