Food for thought. I’ve definitely spent some time in what felt like procedurally-generated architecture — some of which seemed to have some bugs in it, where the algorithm created spaces that made no sense. And yet they were built by human hands… discuss?

Top: from comments, Procedural System Structure, as discovered by Joahnsonn.
http://proceduralcity.com/ as powered by NVIDIA PhysX and OpenGL

Another (stunning) example: Procedural CitySystem.
http://www.procedural.com/

Bottom: Introversion’s engine builds what looks like generic European cities. Lots of discussion on the Introversion forums:
It’s all in your head, Part 7

Wow, it’s Milklovano, from the former Soviet satellite nation you’ve forgotten, recreated in all its gritty blandness!

Wait, actually, Introversion is from the UK…

Wow, it’s Nortchesterhampton, recreated in all its gritty blandness!

Seriously, really quite brilliant work making this function – and it says a lot about what could be generated procedurally for art as well as games (to say nothing of game art).

We already knew Introversion had some serious game design chops from their gorgeously minimal game Darwinia. Now, can we play Darwinia in a city?

Previously:
Evening in a Procedural City, Built in OpenGL