   some procedural world papers
  Here''s a link to some papers on procedural worlds.  Stefan is at my university doing a phd and as a part of it he wrote a city renderer that is procedurally generated.  It''s a pretty neat idea.  You can download a demo of it from his site.cheerssam 
  thanks for this interesting paper ;  I took a look at the second paper on the page; those are some pretty neat results.While I understand the initial floor plan generation, and the concept of ''extruding'' that floor plan to generate a building section, I don''t quite get how he goes from that to the results he shows. It seems that with each ''layer'' of the building the floor plan is made smaller somehow; I''d also like to know how he filled those concave polygons for the roof (though I''m sure that a simple algorithm for concave polygons is probably widely known). ;  Very cool article, I grok it immediately   The floorplan is generated by a 2-dimensional CSG merge (add polygon to polygon, remove overlapping bits). Each time you add a step/layer to the building you simply add more polygons to the floorplan and build a skirt between the two sections by subtracting the above section from the one below or just draw the new floorplan polygon (might cause z-fighting at distance). You start from the top, adding complexity to the floorplan polygon as you go down. It''s like an upside-down tree.(re: how to triangulate concave polygons.. plenty of ways to do it, the easiest being a set of glu functions that do it automagically) 