Music City — a skyline that dances
The Music City scene generates a metropolis of 100 procedural buildings arranged in a 10×10 grid. Each building is mapped to a frequency band in the audio spectrum: bass frequencies raise the downtown towers, mids animate the mid-range districts, and treble makes the suburban blocks vibrate. The result is a living skyline where every building is a giant 3D equalizer bar.
Procedural architecture
Buildings are generated deterministically on each load — same city, same layout — thanks to a fixed-seed pseudo-random generator. Their width, depth and maximum height vary organically, with the tallest skyscrapers concentrated at the grid center to reproduce the natural density of a real downtown. Over 300 luminous window sprites are placed on building facades and track their height in real time.
Musical reactivity
Each frame, every building's height is computed from its own frequency band amplitude. Without audio, a gentle sinusoidal animation keeps the city alive. Each tower's color evolves through a rainbow spectrum: the most active buildings glow brightly, while resting structures stay dark — like a night city whose lights flicker in time with the music.
The camera slowly orbits the skyline at a constant distance, slightly elevated. On energy peaks, it rises imperceptibly, offering a more dramatic bird's-eye view over downtown.
Technology
Procedural 10×10 grid = 100 BoxGeometry buildings. Deterministic pseudo-random seed (seed=42). Height = baseH + amp × maxAdd, updated each frame. 300 window sprites (SpriteMaterial + AdditiveBlending) tracking their building height. Orbit camera: angle += 0.0018 + energySmooth × 0.001 per frame, fixed radius 24 units.