this post was submitted on 02 Oct 2023
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Thanks. I actually tried Area3D, but it wasn't ideal.
Why distinct intersection nodes?
This division seems the most sensible option for geometry generation. Intersection stuff is contained in one node instead of being divided between all connected paths, and path modifiers are also simpler, because they only have to care about the path.
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.
You mean capping dead ends like this?
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.
spoiler
Thanks anyway, though!
I mean the workaround would be to have something like a Array defined as an export variable and "drag and drop" the nodes you want to connect in the inspector?
But I think you already had something like this in place?
That was the initial approach, but finding the node in the list became way too much effort very quickly.