Gowydot I love this! I want to learn to do something like this in the future. How many lines of code if to just change from one car to another?
Thanks. Glad you like it. There's not much code. This is more of an exercise in polygonal modeling. Granted done procedurally via code but most of the time was spent on figuring out optimal topology and logical parameters to mold it. The main script is about 800 lines. Half of it is trivial: parameter declarations, getters/setters and functions that assign parameters from/to resources objects. Mesh generation itself is about 150 lines, and blending function is just 15 lines. It goes through a list of parameters and launches a bunch of tweens.
Megalomaniak Now, if you don't mind a 'challenge' to test your system I challenge you to replicate a facsimile of the tesla cybertruck. I don't think it's too outrageous and is already in the ballpark of the previous car example you showed tho. But it would allow you to claim ability to replicate a 'real' car. π
Careful there calling the cybertruck a real car... oh wait, 'real' was in quotes... ok then π
Here's the best I could pull off:

With this cabin shape, I couldn't preserve a straight line under the cabin going along the whole length of the body. Adding a parameter that "closes" the back side window would make this possible. This parameter would also be useful for all bodies with thick C-pillars (like 70s Firebirds or Vector W8) as well as semi trucks and windowless vans. W8 was, btw, one of my benchmark shapes. Didn't get to making it yet though.
Megalomaniak It definitely can, in the godot 4 thread I shared a Cornell box I had made with CSG that did run into it. Fix was simple enough, I just changed the parenting order around a bit which forced a rebuild, but yes, it definitely can.
cybereality The CSG in Godot is very basic and only useful for prototyping, For example, it doesn't even support UV or textures.
CSG as such is cool but it produces untidy meshes, simply by the nature of the technique. It's ok for making a single design that can be cleaned up offline. But for real time generation of hundreds of live models, I don't know... too risky. I'd choose it for building complex concave shapes. But car body is almost a single convex form. Direct vertex pushing is better fitting here.