Authors :
Kannan Shukla; Jahid Ali Shaikh; Vishwas Joshi; Anushka Singh; Ashmit Negi; Dr. Sharmila Joseph
Volume/Issue :
Volume 11 - 2026, Issue 3 - March
Google Scholar :
https://tinyurl.com/4axjt3kk
Scribd :
https://tinyurl.com/3yvmjays
DOI :
https://doi.org/10.38124/ijisrt/26mar1172
Note : A published paper may take 4-5 working days from the publication date to appear in PlumX Metrics, Semantic Scholar, and ResearchGate.
Abstract :
This paper discusses the development of the city generation system known as the City Generator Unity, which
generates real-time city environments within the Unity game engine using graph-based algorithms and seed-based city
generation techniques. This paper outlines the system architecture and implementation of the system within gaming and
virtual simulation environments. Performance measures indicate the effective creation of cities with expansive road
infrastructure and multiple construction sites within real-time frames. Parameters such as seed values are also made
accessible within the system, which are necessary for the customization of the system’s modular design, creating a consistent
yet varied natural environment within the cityscapes of each city. This work contributes to the development of procedural
content generation techniques by creating city layouts within the game engine [1][2].
Keywords :
Procedural Content Generation, City Generation, Graph Algorithms, Real-Time Rendering, Unity Game Engine, Simulated Cities.
References :
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- J. Togelius, G. N. Yannakakis, K. O. Stanley, and C. Browne, Search-based procedural content generation: A taxonomy and survey, IEEE Transactions on Computational Intelligence and AI in Games, vol. 3, no. 3, pp. 172–186, September 2011.
- N. Shaker, J. Togelius, and M. J. Nelson, Procedural Content Generation in Games. Cham, Switzerland: Springer, 2016.
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- D. G. Aliaga, C. A. Vanegas, and B. Beneš, Interactive example-based urban layout synthesis, ACM Transactions on Graphics, vol. 27, no. 5.
This paper discusses the development of the city generation system known as the City Generator Unity, which
generates real-time city environments within the Unity game engine using graph-based algorithms and seed-based city
generation techniques. This paper outlines the system architecture and implementation of the system within gaming and
virtual simulation environments. Performance measures indicate the effective creation of cities with expansive road
infrastructure and multiple construction sites within real-time frames. Parameters such as seed values are also made
accessible within the system, which are necessary for the customization of the system’s modular design, creating a consistent
yet varied natural environment within the cityscapes of each city. This work contributes to the development of procedural
content generation techniques by creating city layouts within the game engine [1][2].
Keywords :
Procedural Content Generation, City Generation, Graph Algorithms, Real-Time Rendering, Unity Game Engine, Simulated Cities.