Procedural cityscapes creation: Openstreetmap import in Unity and Houdini Engine
stinaflodstrom.com
stinaflodstrom.com
Mapbox have a Unity SDK that has similar functionality: https://www.mapbox.com/unity
And these guys are doing cool things built upon OSM: https://osmbuildings.org/
https://www.wrld3d.com/3d-maps/
They have a Unity plugin
I've tried using Houdini which was very powerful, but was put off by the "visual node builder". I'd like to be able to do something similar, but purely using code.
probably your closest bet imo. they're honest about the strengths and weaknesses, and while it doesn't have all the conveniences of commercial packages, the script node is there and can bring everything in sverchok and blender to bear in python.
Blender is also open source. I suspect a combination of Blender, Sverchok and your own code driving them both would be close to what you ask for.
I'm interested in real-time, interactive stuff so I'm doing similar things in Unity. Unity allows scripting and customization right down to close to the metal and the UI is extremely amenable to customization as well. Tools such as Archimatix show how far you can push this: https://archimatix.com/
I'm currently working on procedural geometry and I keep flip-flopping between a simple and fast UI (very creative and intuitive), a node-based UI (slower but powerful) and a purely code-based interface (a weird mixture - powerful, sometimes fast and intuitive and sometimes not). I don't think node-based UI's are inherently bad. It's just hard to make them not suck and I know of very few examples that aren't plodding, inspiration killers.
But code is equally hard to make fluent and inspirational. Discoverability is poor and to do creative "live coding" you need to have a good memory, a great API, awesome autocomplete and a degree of luck.
So I'm developing 3 different interfaces and trying to understand where the sweet spot might lie. Maybe I'll be able to whittle it down to one interface eventually. ;-)
A quick prototype of my "fast" UI is here: http://www.polyhydra.org.uk/media/fastui/ Entirely keyboard driven at the moment. Crashes a bit too much but you get the idea. I'm currently refactoring the thing to be more useful as a code library as well: https://github.com/IxxyXR/polyhydra https://github.com/IxxyXR/polyhydra-upm
And I'm curious, how do you compute road width? Are you using the highway type, the number of lanes, something else?
The link didn't come through on your post (" like the ones from HERE") curious if you can try linking to the HD maps again?
How come computer games don't do this kind of thing? Imagine something like Grand Theft Auto set in any city or even small town of your choosing – automatically generated like this.
Here's an example of a couple of different racing games set in Edinburgh one earlier, one later:
https://www.youtube.com/watch?v=UqYyvKWLn04&t=2m
It does get concerning. Is the matrix construction considered complete when we can't tell the map from the territory, even if we haven't checked its consistency for every vertice?
I'm thinking that using the information where there is information and then doing the rest randomly with some rules is a good way forward. Of course the type of building doesn't say which style it is in but I've been thinking about using area size of OSM building shape for example, a very big area is probably a modern one, a very tall one as well if that information is there.
There seams to be some movement around mapping the building style and/or features in the ML space though, using crowd sourced images, point clouds. Would be amazing to be able to feed that into the system and get facade material, color, architectural style.
-stina flodström