AI City Generator: Roads First, Then Blocks, Then Buildings
Generated cities look right from above and fall apart on foot. Road hierarchy, block sizes, frontage, junctions — the numbers that make a city read as a city.
Guides and field notes on building 3D worlds with AI agents — level design, engine pipelines, MCP, and the craft behind generated environments.
Generated cities look right from above and fall apart on foot. Road hierarchy, block sizes, frontage, junctions — the numbers that make a city read as a city.
A generated GLB or FBX location lands in Unity in minutes. Making it playable takes import settings, colliders and lighting — here is the whole path.
You have a GLB of a whole district and a UE5 project. What to check on import: scale, Nanite, Lumen, collision, and why one big actor never streams.
A room you can walk through is a different product from a picture of one. The clearances, the furniture graph and the lighting that decide which you get.
Five kinds of AI tool touch level design, and only some of them design anything. What each category produces, where it stops, and how to choose.
An honest look at driving Blender with an AI agent: where Blender MCP wins outright, where its abstraction level costs you, and how to split the work.
A terminal coding agent that builds 3D locations: how the connection works, the prompt that holds up, the verification loop, and where it fails.
Every stage of a 3D environment has a free option in 2026. Here is the stack, what each licence actually permits, and where the free tier stops.
What glTF/GLB and FBX each actually carry, where each one quietly loses data, and which to hand Unity, Unreal, Godot, Blender and the web.
Import a generated location into Godot as GLB, then give it collision, occluders, lighting and a re-import path that does not throw away your work.
From a blank scene to a walkable village in five passes: terrain, roads, plots, buildings, dressing — with the exact instructions to give an AI agent.
An MCP server that exposes run_python helps an agent with nothing. What separates a 3D tool surface an agent can actually use from one it cannot.
Generated locations fail differently from hand-built ones. Measure first, then fix materials, instancing, LODs, textures and culling in that order.
Noise, grammars and WFC against an agent driving an editor. Determinism, scale, runtime and iteration cost — the axes that decide which one you need.
Text-to-3D usually means one object at a time. Generating a whole scene — roads, buildings, terrain, light — is a different problem with different answers.