drewish
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drewish
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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.
In the process I figured out how to get my straight skeleton block division working for shapes with holes:
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drewish
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Got the rows of crops, trees and buildings all using a new instanced drawing system. Looking forward to building out some industrial areas next.
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drewish
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- 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.
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Mixing empty lots and parks in with the buildings give it a much more realistic feel.
Started working on an editing mode. Hit spacebar to toggle between it and the view mode.
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drewish
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drewish
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- 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
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drewish
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drewish
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- 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
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drewish
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- Added a building mode to make it easier to get an up-close view of a single building.
- Added gabled roofs.