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I found out something interesting, your city isn't endless, if I walk a lot firstly the skyscrapers (big tall grey boxes) will be replaced with houses (smaller larger grey boxes), then if I keep walking there will be a straight line where grey boxes stop spawning at all, and then an infinite green world (your city either isn't endless at all, or endless in just a few directions lol)

Which version were you playing — web or desktop? If desktop — thank you for downloading it. 

That means a lot. If web — that's an old build. I'm updating it next week.

Just to be clear — I'm not asking to blame you for not downloading the desktop version. I just want to know which build you saw, so I know what I'm fixing.

About the city boundary: You're right — the city isn't truly endless. It generates buildings within a certain radius around the player.

 I limited it because if I generated too many buildings, the resource pool would overflow and the game would crash. The "infinite green world" after the city stops is just the ground plane. It's not a feature — it's a limitation. 

 I'm working on a better chunk system that keeps generating as you walk. It won't be truly infinite, but it will feel much larger than the current version. Thanks for walking that far. That's more than most people do.

(I was playing the webgl version) I recomend you watching videos on how procedural generation works in high-scale games. A good example is that a lot of people joke about minecraft being unoptimized and recreate it in a lighter way, or adding one special feature. This topic is complex so I recommend you to take notes lol.

You can use some chunk system to even save/load worlds, the resource pool would only crash out if you tried generating the infinte world all at once imo, but you don't need to, you can do some optimization techniques like octree to allow more of the world to be seen, you could use some perlin noise to transform the green plane in a terrain...

Or don't scope creep

Thanks for this — I'll look into chunk systems and octree. I've been using a basic chunk system already, but it's not fully optimized yet. Perlin noise for terrain is something I've thought about, but I'm holding off for now. You're right about scope creep — I'll focus on the core first and come back to this later. Thanks for the direction.