ToastersUnited I found that instead of beziers, using only straight segments and circular arcs makes things much easier to handle in almost every respect. The engine prefers beziers because they are general purpose curves that cover a lot of use cases but they're not necessarily best option for everything. So you'll initially have to build a small api for dealing with segments and arcs. But once you have it in place making roads could be much less unwieldy than with beziers. Assembling paths, their parametrization and projection on meshes is trivial compared to beziers. And imho it looks nicer.

Tomcat

Ostriv is one of my favourite games of all time, it even inspired what I'm working on now.

Also the plugin you mentioned does not have godot 4 support but thats the only problem - unless of course the roads with the funny north american road markings are the only option

    ToastersUnited Also the plugin you mentioned does not have godot 4 support

    Supports. Work on this is in progress.

    the funny north american road markings

    Road markings can always be changed, as well as the texture of the road — the principle of operation is important here.

    Ostriv is one of my favourite games of all time, it even inspired what I'm working on now.

    I assume that this development is being done at a very high level. The amount of work, the shown features - require serious qualification. The change of seasons in games is extremely rare - it is difficult to make it worthy.

      Here is the awesome video that will show you how to build roads, train tracks, tunnels and other meshes based on path:

        Skipperro
        yes I've done this before the problem is it doesn't cover junctions, and I don't want a janky inefficient node that handles bringing paths together, though could probably do something about making it work.

        Tomcat
        Well this project is very ambitious but I've always wanted to make this kind of game. I imagine I'll work on and off with it for a few years. I plan on making it open source anyway.

        Ah, I see, you want something like Sim City or Cities: Skylines, where you just say where the roads should be and it will turn into proper bends and crossings, right?

        That may be complicated. If you have some grid system, then it would be easier, just make all the different tiles and rules like if this road section is surrounded by other roads - it's crossing and you swap to crossing mesh.
        But if you have gridless map, then I'm sorry, I don't have the answer 😢

          Skipperro
          It doesn't need to turn into "bends and crossings" - there would be no road markings of course and also this isn't dublin, cross wherever you want.
          Also on the topic of grids I have considered switching to isometric but the main problem is that Ireland, like much of europe (in rural areas especially) roads are not uniform at all. Some examples on google earth:
          Farmers Bridge Co. Kerry
          Bridge over Carragh River on the National Secondary N70 Route between Glenbeigh and Killorglin
          Gallows Hill, Co. Clare

          • xyz replied to this.

            ToastersUnited I'll repeat what I said above. Make a planar 2D road network system based on tangential patching of simple linear segments and circular arcs. This makes managing connections/junctions/networks easy. To generate 3D geometry, offset/tesselate your lines/arcs in 2D and just project vertices orthogonally to the terrain mesh. Lines and circular arcs are trivial to tesselate. By patching a number of lines/arcs you can without problems construct roads that appear organic and curvy.

              Nice, this is a very helpful thread. I'm making a first-person game and I've come up with a crude method to make roads/tunnels from paths in Blender, but a fully automated method in Godot would be great. Collision shapes for raised roadbeds were the hardest thing to figure out in Blender (solved using shrinkwrap modifier with vertical-axis projection) so hopefully Godot can handle that.

              • xyz replied to this.

                synthnostate Geometry nodes are probably the best tool to deal with roads in Blender