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Establish the RoadIntersection class #115
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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. |
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). |
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 Not suggesting this is still the mindset, just placing for historical reference. 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. |
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. |
I would love to see this implemented, as I am making a city driving game, and a city without intersections is meaningless. |
Stepping stone to create the intersection support. This will have to cover:
Out of scope for this task:
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