Random_genesis

- Islamic architecture

The idea is to hierarchically construct buildings by instantiating pre-modelled, 3D pieces.
A Markov-chain-like grammar can be used to procedurally design a tree of objects, where the leaves are simple solid shapes.
Keeping the models as bare-bone as possible will allow the algorithm to scale in complexity, while simultaneously drastically reducing the costs of the modelling process.

I have chosen to look at islamic architecture for inspiration. I guess it looks more organic and less "planned" than other kinds of monumental art, so that even a randomised group of buildings will look alright.

Not a game, not a complicated algorithm, just a toy.

"Bottom-up" (Feb 2018)

As a first step i'm experimenting with Blender and laying down the foundations for the entire system. Basic shapes and blocks, basic primitives and modules.
I have never done any 3D modelling and i dont really have much experience with Unity, either. I hope i'll learn something along the way.
Rather than starting from the layout of the buildings, i'm starting with a basic randomisation system for the smallest elements: columns and arches. These pieces will later be part of more complex structures.
First of all, i modelled a few bases, shafts and capitals in Blender (ouch). Then i chucked them into a basic system that picks one of each at random and makes a column out of them.
Simple enough.

Then, onto something slightly (barely) more interesting. Two columns plus a ...top bit thingy? make an arch. Then you take many arches and stick them all in a line.
It makes sense.

Exporting stuff from Blender into Unity is a nightmare (if you're as new as i am to all this), the orientation ends up completely wrong 200% of the times, and the scale goes weird aswell. I spent most of the day rotating things at random hoping they would come out right after the import.
Needless to say they didn't.

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