OptionalarchitectureRegional building tradition; 'auto' picks one from the climate at the centre.
OptionalarchitecturesThe architectures (materials, roofs, stilts, balconies, …).
OptionalblocksBlock extraction.
OptionalbuildMilliseconds per update() spent generating when progressive.
OptionalbuildingsBuilding rules.
OptionalcameraLOD camera; defaults to the R3F camera.
OptionalcenterCentre, frame-local [x, z] metres.
OptionalclimateClimate override for 'auto' architecture (null = read from the world at the centre).
OptionaldistrictsDistrict layout and per-district rules.
OptionalfacadeFacades and roofs.
OptionalfarmFarmsteads (size: 'farmstead'): yard, buildings, driveway, fields and crops.
OptionalfieldStreet direction field.
OptionalframeLayout frame (world.frame by default). Changing it rebuilds the city.
OptionallandmarksChurches, town halls and water towers (how many each size class gets is in sizes).
OptionallodLevel of detail.
OptionallotLot split jitter: 0 = regular halves, 1 = very uneven.
OptionalprogressiveSpread generation over several frames (see buildBudget) instead of finishing in create.
OptionalradiusRadius, metres (0 = the middle of the size class's range).
OptionalrefReceives the underlying City (for graph, data(), buildingAt, stats, …).
OptionalroadRoad surfaces.
OptionalroadsRoad network rules.
OptionalroadsideLots along roads through open ground (outside blocks).
OptionalseedSeed: same seed, options and world give the same settlement.
OptionalsiteTerrain sampling resolution, metres (0 = automatic from the radius).
OptionalsizeSize class (sets radius, height limit, layout style and district shares).
OptionalsizesSize classes.
OptionalstyleStreet layout; 'auto' takes the size class's.
OptionalterrainTerrain shaping.
OptionalweatherWeather and wear per material group (hooks for a weather system).
The world to build on.
Props of
<City>: every CityInput setting plus the objects below.