Article Index |
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Introduction |
data sources |
Libraries |
they are configured in the Buildings/Libraries (building library)
and the Streets/Sidewalks (urban objects library) tabs
data sources care about the whole city final appearance, and the building libraries care about each building appearance. the script offers some default libraries like houses or residential buildings but you can create your own.
once the script has defined a building lot (an empty place for a building), and chosen the library to use according to the data sources, the parameters you defined, and the lot properties, it then call the library that will create the building and sent it back to the core.
the author of a library is free about the way to build the objects in the lot, or about the way to interpret the datas given by the core.
one can import premade buildings, stackable parts of buildings, create a building object on the fly according to the building lot specs (parametrics/procedural/python way), or mix the two previous techniques.
the main script offers some functions to help during the building process.
two examples :
a cube city(left) and a residential city (right) with the same image sources and the same configuration.
with the library made by Philippe Roubal, another house library and some object in the main street :
the same configuration but with the 'littleneo/residential' and the 'simple cube' libraries, and some other objects for the streets :
it's also possible to mix the different kind of buildings or the kind of tree.
These libraries act as plugins : each one can be activated/desactivated/modified/deleted/added.. apart from the core. they can have their own parameters and their own user interface, available from the main user interface. (Buildings/Lib.Config)
the script will then mix the different sources and the libraries together, according to the numerous options it offers to interpret them. even if the 2 sources are always the same, you're potentially able to build an infinite variety of cities.