Procedural HyperCity
About
A project I started from Procjam 2016 using my own engine. Generates a small city that you can walk/fly around in and can regenerate at will.
I mostly made this to have something concrete to add engine features with. I mainly used it as an excuse to refactor my engine, but I also fixed some issues with my collision system and added the beginnings of a lighting system based on the clustered forward renderer in Doom 2016.
There is not any culling of distant objects/lights and no frustum culling of meshes so it may run slow (particularly at night) on some machines.
Source code avaiable here