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?
Maybe you can devise a custom gizmo for the spline nodes in your network graph. So each gizmo has an Area3D which monitors for a collider in the intersection nodes, and registers a connection when hovered over said intersection. You give two of the these gizmos to each of your
intersectionspline nodes for start and end, and you’re gucci.Yeah, I’m trying custom gizmos, but I’m having a hard time figuring out how to detect if I’m hovering over a something when committing a handle.