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Establish the RoadIntersection class #115

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TheDuckCow opened this issue Aug 6, 2023 · 5 comments
Open

Establish the RoadIntersection class #115

TheDuckCow opened this issue Aug 6, 2023 · 5 comments
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@TheDuckCow
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TheDuckCow commented Aug 6, 2023

Stepping stone to create the intersection support. This will have to cover:

  • Allowing roadpoint children
  • Having options to generate/refresh roadpoint children, so we can generate reference geometry in the scene without there being a road network
  • This also means performing cleanup or propagating regeneration if needed from a RoadNetwork parent, should one exist.
  • Create a simple, efficient visualizer which draws dotted lines from each RoadPoint to the RoadIntersection it connects to. This way it's easy to see what you've already hooked up.
    • This visualizer should ideally not use immediate geometry (which is slow), and would only show when in the prefab scene itself (not once in a scene with a RoadNetwork).
  • The intended use is to have this node be the root node of a scene, but should also work if added as a hierarchy in a larger scene as well. Children RoadPoint should know to not propagate past the boundaries appropriately.

Out of scope for this task:

@TheDuckCow TheDuckCow added this to the v0.4.0 | Intersections milestone Aug 6, 2023
@TheDuckCow TheDuckCow self-assigned this Aug 6, 2023
@TheDuckCow TheDuckCow added the enhancement New feature or request label Sep 10, 2023
@TheDuckCow TheDuckCow changed the title Create the RoadIntersection class and structure Establish the RoadContainer and RoadIntersection classes Sep 10, 2023
@TheDuckCow TheDuckCow changed the title Establish the RoadContainer and RoadIntersection classes Establish the RoadIntersection class Sep 10, 2023
@TheDuckCow TheDuckCow pinned this issue Dec 5, 2023
@TheDuckCow
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Interesting UX idea on intersections, not sure it's really relevant since we'll inherently have a primary container for the intersection itself anyways. Could be interesting to see more about this game (Tropico) and how it handles UX especially since it's for mobile.

@TheDuckCow
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Here's another video (this time, an Unreal tool) showing intersections as just chunks you can place into the world. With its drag and drop nature, it seems like this one is actually quite nice to work with since it seems to not require/enforce very specific hierarchy structure (though the tools to actually form the connections aren't that great, all being done from side panels + picker tools back and forth).

@TheDuckCow
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Since I was having trouble finding this, uploading our old planning PDF which was talking about the concepts of how to define an intersection. Not suggesting this is still the mindset, just placing for historical reference.

intersections v4.pdf

I'm still putting into question whether RoadIntersection needs to be its own user-facing class, as a special RoadPoint, or if a Container is just configured to be in an "intersection" mode to assume all of its open RoadPoints are intended to join together in an intersection. More thoughts to come in the future.

@TheDuckCow
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TheDuckCow commented Nov 10, 2024

Yet another addon demo (Blender market page) with some interesting features, and including a utility mode for affecting multiple intersections at once. Also shows another take for texturing / materials for side elements like sidewalks, which I'm increasingly realizing would be very nice to have.

@WinnerWind
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I would love to see this implemented, as I am making a city driving game, and a city without intersections is meaningless.
Godot 4.

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