OBJECTIVE
Create a breathtaking, high-definition voxel-art simulation of the entire Ancient Roman City Centre, anchored by a massive, detailed Colosseum. The scene must be generated procedurally, featuring topography, a dense cityscape, and intelligent layout planning.
USER CONTROLS
- Camera: "God-mode" orbit controls (Left-click rotate, Right-click pan, Scroll zoom).
- Shortcuts:
- [R] Re-centre on Colosseum.
- [F] Flyover mode (constant rotation around the city).
- [T] Toggle Time of Day (Day/Sunset).
WORLD GENERATION & GEOLOGY (Requirement: Solid & Natural)
- Topography: Generate a terrain mesh representing the "Seven Hills of Rome" (rolling elevation changes) and the Tiber River cutting through the edge of the map.
- Solid Ground: Ensure the floor is a continuous, solid voxel mesh (no gaps/voids). Use varied palettes for the ground: cobblestone for streets, grassy banks for hills, and dirt for the arena floor.
- Vegetation: Procedurally scatter Roman vegetation: Italian Cypress trees (tall/thin), Umbrella Pines (high canopy), and olive shrubs on the hillsides to frame the architecture.
ARCHITECTURAL SCOPE (Requirement: High Definition & Variety)
The Colosseum (Centerpiece)
- High-resolution voxel scale (smaller voxels for finer detail).
- Internal details: Cavea (seating tiers), the Hypogeum (exposed underground maze), and the Velarium (awning structure).
- Population: Dense crowds (colored voxel clusters) and Gladiators battling in the center.
The City Centre (The Forum & Surroundings)
- Surrounding the Colosseum, generate a dense array of contemporary structures.
- Landmarks: Include abstract representations of the Arch of Constantine, the Temple of Venus and Roma, and the Basilicas.
- Infrastructure: Aqueducts spanning the horizon, colonnades, and a distant Circus Maximus track if render budget allows.
- Residential: Dense insulae (apartment blocks) with terracotta roofs filling the gaps between major monuments.
CITY PLANNING LOGIC (Requirement: No Overlap)
- Grid & Collision: Implement a bounding-box allocation system. Before placing a building, check the grid to ensure no overlap with existing geometry.
- Zoning:
- Zone A (Center): Colosseum (Fixed position).
- Zone B (Forum): High-density Temples and Basilicas.
- Zone C (Outskirts): Residential and Hills.
- Roads: Generate clear "Cardo" and "Decumanus" style stone pathways connecting major buildings; buildings must snap to these paths.
VISUAL FIDELITY
- Atmosphere: Warm, Mediterranean lighting.
- Water: The Tiber River must feature a reflective or semi-transparent blue voxel material.
- Palette: Use a rich, historical palette: Travertine (creamy white), Porphyry (purple/red), Terracotta (orange/brown), Marble (white/grey), and Gold accents for temple roofs.
- Shadows: Approximate ambient occlusion or directional lighting to give depth to the voxel blocks.