So I’ve been working on this concept for a bit. The goal here is to make my game’s terrain and roads in-engine, so that geometry, object spawns, traffic paths, and such are generated automatically. I’m posting this both because I wanted to share this, and to get opinions and advice.

Spoiler: more pics


Current challenge:
I have restarted this a couple times, trying different approaches. For the current iteration I have decided that I need to build the foundation properly before I bring in anything from the above screenshots.

The foundation:

The idea is to create a network of path and intersection nodes, to which I can add modifiers, such as road generator, mesh deform, or object spawn. Managing connections via editor tree became a pain very fast.

Now I need to figure out how to connect these easily, preferably via the viewport, by just dragging the path handle over the intersection handle. Any tips?

  • Feyter@programming.devM
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    1 year ago

    Ok I guess we are talking about the same idea here. Having one node that handles “connection” and a different note handling the course of the street.

    I would only argue that a connection with only on road connected should be able to exist in order to create a dead end. But don’t know if this would make sense for your specific gameplay.

    I’m sorry I can’t help you any further here, but maybe someone else will have an idea.

    • Bezier@suppo.fiOP
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      1 year ago

      You mean capping dead ends like this?

      spoiler

      It’s not really an issue, since adding an intersection is (supposed to be) easy, and I’d have it there regardless if I wanted to generate land patches around it, like in the post image.

      Thanks anyway, though!