b0af2ea9ee50b3dbdb1706059dc58b0ea850e2ab
Scaled the single block to a full 10x10 city grid (48m cells, 16m streets, 640m across) with a hand-authored layout so the fabric stays varied: Block types: - S standard retail (70%): paired parametric buildings facing the N-S streets, seeded heights/colors per block; ~half get a mid-block alley with fire-escape climbs so no two blocks play identically - T landmark towers: 8-10 floors on a walkable retail podium, mega corner sign, double-sided rooftop crown billboard (skyline wayfinding) - J shrine courtyards: walled court, torii, slide-roof hall, lanterns, trees — the green quiet break in the fabric - M market streets: dense stall rows + lantern strings between low buildings (close-quarters cover mazes) - P plaza cluster at the city centre with planter cover and a giant 4-face screen tower at the exact middle (the Crossing) - C construction sites: open slab frame to wallrun, access ramp, container stacks, and a 28m crane whose jib is the city's tallest grapple anchor City systems: - Brick rail viaduct runs the full east-west width on per-block piers with vending arcades under alternating arches + slide ramps at the centre - Central avenues x=0/z=0 get matched streetlights and zebra crossings at every block line; brick wall rings the district; city-haze fog for depth - Detail pass per building: window bands every floor, water tanks/antenna masts seeded on roofs, denser sign stacking Perf/physics: decoration (signs, windows, leaves, lamp heads) is render-only MeshInstances; only gameplay surfaces are static bodies, all acoustics-tagged. Spawns distributed across block types facing centre. Verified: full-city aerial (all 100 blocks, aligned grid), avenue-level capture (clean canyon, viaduct vista); movement 11/11, smoke 0 failures, acoustics ALL PASSED. Co-Authored-By: Claude Fable 5 <[email protected]>
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