godot-pathways
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Make a network of roads with ease and creativity in the Godot engine!
It's hard to make precise grids currently, as all the nodes and gizmos are placed in freeform. However, there are road network patterns that require precise placement, like city blocks....
Title is self-explanatory. While it is possible to click on each mesh and use editor's own tools to create collision shapes for each node, it's not exactly fun to do...
Currently only a brief explanation is available in the readme file. We should work on more documentation to explain all the necessary details, including how to use parts of the...
Currently the `PathwayNetwork` gizmos are projected to the 3D space using the same logic as the built-in path editor does. The screen space is used as a plane and then...
Current setup demands that the models follow specific shape to be properly mapped, like a T-pose. Y-shape intersections need to have a branch going top (-Z), then another 120 degrees...
Currently the branches and curves are mapped using a clockwise order from the -Z direction (so, 12 o'clock if looked at from the top). This results in weirdness, though, then...
Currently it's impossible to intentionally deselect any node, this can only happen automatically under certain circumstances. It is possible, however, to create disconnected parts of the same network by splitting...
If you try to create a new node by holding Ctrl, an icon will be drawn to indicate that. However, it can be unclear that the new node will be...
Current toolbar only allows clearing the network (should probably be replaced with an icon button). Tool modes can only be activated by pressing and holding specific keys on the keyboard....
Currently paths just abruptly end whenever there is a deadend in the network. A simple solution to that is an introduction of deadend pieces that would be added at such...