this post was submitted on 02 Oct 2023
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Ok so if I understood correctly you want to have one Node(of type Path3D or Curve3D) that will be used to generate a street from a given staring point to a given end point. And a second type of Node that should be handling intersections of a road?
My initial idea would be to have a area3D note for the intersection node and a area3D node as the start/endpoint of the path.
Then using the area_entered signal in the intersection area to detect if a path start/end was connected...
I have no experience of how well all of this will work in an tool script but this would be my starting point.
PS: after thinking twice about it. Why would you want to have a distinct intersection node? I think simply having a start and a endpoint of a street that can be connected to a different start/end point of a different street (or even the same to make a circle) should be enough.
Thanks. I actually tried Area3D, but it wasn't ideal.
Why distinct intersection nodes?
This division seems the most sensible option for geometry generation. Intersection stuff is contained in one node instead of being divided between all connected paths, and path modifiers are also simpler, because they only have to care about the path.
Ok I guess we are talking about the same idea here. Having one node that handles "connection" and a different note handling the course of the street.
I would only argue that a connection with only on road connected should be able to exist in order to create a dead end. But don't know if this would make sense for your specific gameplay.
I'm sorry I can't help you any further here, but maybe someone else will have an idea.
You mean capping dead ends like this?
It's not really an issue, since adding an intersection is (supposed to be) easy, and I'd have it there regardless if I wanted to generate land patches around it, like in the post image.
spoiler
Thanks anyway, though!