Path based terrain? - eviltoast

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
    link
    fedilink
    arrow-up
    2
    ·
    1 year ago

    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?

    • Bezier@suppo.fiOP
      link
      fedilink
      arrow-up
      2
      ·
      1 year ago

      That was the initial approach, but finding the node in the list became way too much effort very quickly.