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?

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[–] 2 points 3 years ago (1 child)

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.

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  • [–] [S] 2 points 3 years 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!

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