TheDuckCow

@theduckcow.com

Plugin developer, gamedev, Animator, and creator of Moo-Ack! Productions | #MCprep #b3d #GodotEngine #vegan Working on @wheelstealgame.com

Just merged: traffic lanes for procedural intersection, yet another community edition! Really love it when contributors come along and are so open to feedback and going through the iterations to make something just work great like this. #godot #plugin

On a binge to try every #godot vehicle/car physics template/addon, to compare them + my own prior attempts. Anyone have any favorites? Made your own car controller? Just using stock Vehiclebody 3D? (GEVP pictured here, one I've liked more so far, placed into Road Generator demo scenes)

Very happy someone is taking on the challenge of procedural intersection lane connections. My brain is now not so happy after spending all this time thinking through the simplest yet robust approach to give 🤪 let's see if this still makes sense to me tomorrow morning github.com/TheDuckCow/g...

Draw over a first pass of procedural lanes for proposed correctionsAlgorithm idea for how default "next lanes" are determined for the whole edge of lanes of an intersection at a time, using an angle reference

Oh neat, I just now realized there are badges on the #Blender project/source control site, I've even collected a few over the years. Throwback to the Blender rocket ship, I've actually still got mine!

Screenshot of badges, including "Blender Studio Subscriber", "Donated towards the Blender 2.8 Code Quest" which is currently show this hover tooltip, "Supported the open movie Charge", and "Supported the open movie "Sprite Fright"

Trying to improve intersections QoL. Briefly thought it'd be nice to auto-insert a mid-point intersection node on conversion (ie first try on the left side, where I simulate adding a point in the middle), but makes less sense on right side despite being the same node layout just rotated slightly 🤔

... ok, what's the best intuitive name for this feature? - Bake RoadLanes (as is) - Make RoadLanes editable (kinda long?) - Expose RoadLanes (scandalous!) - Add RoadLane Children (confusing vs the on/off lane toggle?) - Persist RoadLanes (maybe??) - Convert RoadLanes (seems like the wrong verb)

TheDuckCow@theduckcow.com · 3mo ago

Next feature: Bake RoadLanes! The addon's generated Path3D lanes are usually invisible in the editor to prevent you from messing with exact alignments, but sometimes you need to override them (aka me rn with roundabouts). Now you can! It even lets you have a mix of overridden/auto lanes. (No PR yet)

Dropdown showing the Bake RoadLanes button resulting in RoadLanes now visible in the scene - in this case, I had after the after the fact re-enabled the generate lanes feature and only kept these three to remain overridden.

It's hard balancing promoting your own tools while acknowledging shortcomings, but sometimes you just gotta call it out. The #godot Road Generator indeed has flexible procedural intersections, but has awkward UX issues. Join the chat and see what I'm proposing here: github.com/TheDuckCow/g...

Improve Intersection UX paint points · Issue #365 · TheDuckCow/godot-road-generator

Though we already have this ticket summarizing a number of issues, I wanted to specifically collect the current paint points and papercuts of working with procedural intersections, now that they ex...

github.com

Was very excited to sign up for the Godot asset store! But now my username is stuck in limbo 😭 Pressing reset password for my username *does* generate new password email, but the email it's linked to must be tied to a new account I accidentally started creating, saying my username isn't available.

Made this feature after sitting in the back of my head for awhile. If you've setup a reusable *custom* mesh for a road segment/intersection, you can now set its material by specifying the meshes to influence. Makes it easy to reuse prefabs for different settings.

Working on another Road Generator demo scene - physics vehicle lane following (aka NPC car)! It's hard to find a balance of "make demo look good" but also having the code simple enough to be *just* a demo, I'm used to adding all sorts of extra mechanisms just to make driving look... okish