Working on @wheelstealgame.com
#godot road generator, some testing tomorrow before merging and finally cutting the next release.
github.com/TheDuckCow/g...
#godot road generator, some testing tomorrow before merging and finally cutting the next release.
github.com/TheDuckCow/g...
To be merged shortly:
github.com/TheDuckCow/g...
To be merged shortly:
github.com/TheDuckCow/g...
Merged into dev from github.com/TheDuckCow/g...
Merged into dev from github.com/TheDuckCow/g...
Also just now saw I need to flip the direction on the reverse wall ha whoops
Also just now saw I need to flip the direction on the reverse wall ha whoops
Still need to change it so it only commits a single operation after transforming the road, so won't be as dynamic as pictured here. But still, should feel pretty slick and responsive.
Extra margin/smoothing options in progress. Redo/undo ...we'll see 😅
Extra margin/smoothing options in progress. Redo/undo ...we'll see 😅
Anyhow, I present more visually this time: Alignment options in the #godot Road Generator! Find it in the asset library.
Anyhow, I present more visually this time: Alignment options in the #godot Road Generator! Find it in the asset library.
It's now easy to export a single "RoadContainer" glb, with a nifty option to auto-instance it back in place. So you just need to edit/overwrite the glb file via #blender / some dcc to update your scene
github.com/TheDuckCow/g...
It's now easy to export a single "RoadContainer" glb, with a nifty option to auto-instance it back in place. So you just need to edit/overwrite the glb file via #blender / some dcc to update your scene
github.com/TheDuckCow/g...