Shamus Young's stuff is pretty incredible. Not the programs themselves, because it's "been done before." Rather, it's his writing skill that really shines. He has a true talent for describing and illustrating difficult or complex programming, and then showing it in action in a nicely-wrapped binary executable. You can see all of his wonderful series here: http://www.shamusyoung.com/twentysidedtale/?page_id=16458
A little surprised that this doesn't seem to be a demoscene production, because it has all the characteristics of one. I was even expecting greets in the endscroller.
If he could get the contents of this video down to a single 64k or 4k binary (including the music), it would make a great demo. Cityscapes are pretty common and definitely doable in 4k or 64k; here are two examples of winning demos containing similar scenes:
I'm sorry, I was in a rush to write that comment and didn't make myself clear. I was bringing up a similar, related thing, and did not mean to conflate the two.
I like the Introversion one better because it builds the city organically out of roads, personally.
Introversion, the indie game dev, also different-but-equally-amazing procedural city generator, for their now-cancelled game Subversion. It was actually bundled in the Hunble Introversion Bundle, and you could play with the parameters and make your own city. You can see a demo here: https://www.youtube.com/watch?v=9pR8jpK4ETk
I generally use videos as a screensaver, it allows me to have pretty cool screensavers fast. I use xsecurelock [0] with the saver_mplayer backend, which means that when I lock the screen, xsecurelock runs the videos in my ~/Videos directory on repeat.
I couple that with something like the Iron Man schematics videos made by Territory Studio [1] and I've got myself a pretty rad looking screensaver (with minimal effort).
The whole shamus projects, from books (I read his autobiography) to programming posts are awesome. His game "Good Robot" was greenlighted recently so we are going to see his first released game soon, which is pretty interesting coming from a guy who talked so openly about it http://www.shamusyoung.com/twentysidedtale/?p=20638
ArtMatic Voyager has amazing procedurally generated cities and landscapes: http://uisoftware.com/Voyager/index18.html It's based on a powerful texture engine to generate colors and height maps and the model is ray traced...
I have one question, are the buildings generated randomly or is there any algorithm that generates which building goes where. The generation is like the urban version of "No man's Sky".