Analysis updated 2026-05-18
Explore a procedurally generated city with free flight and orbit style camera controls.
Study how a runtime road network, traffic system, and building placement algorithm can be built in Unreal Engine.
Regenerate city assets automatically after replacing source texture images.
Watch autonomous cars follow traffic rules and animated cats walk along a separate sidewalk network.
| octopus7/solcity | aerl-official/aerl-c-framework | antoxa2584x/shar-psp | |
|---|---|---|---|
| Stars | 4 | 4 | 4 |
| Language | C++ | C++ | C++ |
| Setup difficulty | moderate | easy | hard |
| Complexity | 4/5 | 2/5 | 5/5 |
| Audience | developer | developer | developer |
Figures from each repo's GitHub metadata at analysis time.
Requires Unreal Engine 5.7 installed and a full editor compile before the project will run.
Sol City is a prototype city builder simulation built with Unreal Engine 5.7 and written in C++. What makes it notable is that it generates a whole colorful city from scratch every time it runs, building everything out of the engine's basic shapes and systems rather than relying on pre-made game assets, so it can start up and show a working city even before any of Unreal's usual asset setup is done. To try it, you open the project file in Unreal Engine 5.7, let it compile, open the included map, and press play inside the editor. The textures and materials needed are already checked into the project and load automatically. If someone swaps out one of the source image files, there is a Python script included that can be run from the editor's tools menu to rebuild the imported assets from the new images. Once running, you move around the city using the WASD keys to pan, the mouse wheel to zoom smoothly in and out, and holding the right mouse button while dragging to rotate the view and tilt the camera angle. Pressing F switches to a free flight camera mode with its own set of movement controls and adjustable flight speed. Underneath, the simulation builds a layered road network with major roads, collector roads, and local streets, including curved branches and an irregular ring road rather than a plain grid. Buildings vary in footprint and are assembled from multiple parts, using three hand made building models that get mixed and automatically resized depending on whether a lot is small commercial, medium sized, or a tall central lot. There is a river with a flowing water surface, a detailed bridge with piers and railings, and a road network with self driving cars that follow lanes, keep following distance, and stop at six phase traffic lights. A separate footpath network is used exclusively by autonomous animated cat characters walking around the city. Further documentation on the algorithms used and full setup instructions in both English and Korean are included in the project's docs folder.
An Unreal Engine 5 prototype that procedurally generates a complete colorful city, complete with traffic, water, and wandering cat citizens.
Mainly C++. The stack also includes C++, Unreal Engine, Python.
Setup difficulty is rated moderate, with roughly 30min to a first successful run.
Mainly developer.
This repo across BitVibe Labs
Verify against the repo before relying on details.