Patrick W. Crawford
Patrick W. Crawford
Also tagging @TokisanGames and @FishOfTheNorthStar more just for awareness, in case either of you have any thoughts on the above workflow.
Thanks the input here all! Let's put aside the shrinkwrapping feature (which I still see as separate, purely road generator feature). I think we are roughly aligned on the actual...
> having the connectors in separate repos might makes sense to keep things tidy and isolated, in terms of ownership, I think such connectors should be owned by the roadgen...
Very nice @aclave1 thanks for the reference screenshot and code snippet! FYI that while you can use the edge curve feature, you can also simply iterate over the RoadSegments themselves...
I just did a first stab at the integration over here https://github.com/TheDuckCow/godot-road-generator/pull/226 for anyone who wants to take a look. Suggesting @aclave1 you take a look at that before you...
Great, thanks for the details - and good luck / congrats on the v1.0 launch, very exciting.
I'd actually advise against using the baked points like that. The curve density of the road is what's used to actually generate the geometry, so it's probably good to keep...
@aclave1 Correct, you don't want to change the reference curve as it would indeed increase geometry density. I guess your option there would also work, making a duplicate in memory...
Though there hasn't been much progress (my own lack of time amongst other priorities), but a couple people in the Wheel Steal discord are showing some interest in contributing or...
Ok great, thank you @TokisanGames I think this should be enough to point me / any contributors in the right direction. Totally understood on the priority roadmap, thanks for letting...