godot-pathways
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Make a network of roads with ease and creativity in the Godot engine!
As the roads produced by this are fully 3D, they could be used for creation of elevated highways or bridges. The underside of the pieces would be a problem, however....
Current way to deform the intersection mesh relies on almost "skeletal" deformation. The branches mapped in the `PathwayPiece` node are then mapped to the corresponding curves of the network. And...
When the straight mesh is extruded N times to match the length of a curve, it's just copied several times over without any concern for the overlapping vertices. We should...
There is currently an option to define a T-shape intersection, but it's not actually utilized by the `Pathways` node. For it to be used properly we need to 1. Figure...
While the `Pathways` node keeps track of all its `PathwayPiece` children, it only uses the first known option of each intersection or straight type. A basic logic to use random...
Due to how the smoothing handles/guides are stored and synced with the actual available nodes, every time we remove a node we remove the associated handle. However, this becomes a...
Currently the zoom level of the preview camera is fixed for simplicity, but the intention is to automatically adjust it to always fit the mesh in camera's view. The AABB...
Currently this action just clears the entire network without any confirmation or a way to revert the change. It was okay for the testing, but it's not going to be...
As intersections are stretched between the origin of the intersection and every next connected node, two adjacent intersections overlap over the same path. ![image](https://user-images.githubusercontent.com/11782833/140609447-d8c18e37-de49-45d7-bd5d-902aa31d409f.png) This is easily solvable by the...
Whenever a part of the network is created by two adjacent curves, the ends of the transformed meshes don't quite meet. It happens because the code for deformation has a...