🌿 Small visual update on my city builder / automation project!
I’ve started experimenting with 3D terrain tiles, though they don’t actually connect yet.
Right now, I’m working on the logic system that will handle how tiles are placed and connected.
#Godot #GameDev #IndieDev #ProceduralGeneration
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Thanks , the way I did the system , he should allow skinned particles or static batching of skinned mesh. All armatures logic is on the GPU
Crawling out of my cave with an update on my project
Big milestone on my city builder
I’ve nearly implemented my own skinning system for animated models.
No interpolation between armature keys, so the motion is still a bit choppy
#Godot #GameDev #IndieDev #CityBuilder #AutomationGame #Animation
🏗️ First steps toward a functional building system!
You can now place and remove buildings.
#Godot #GameDev #IndieDev #CityBuilder #AutomationGame #Simulation
Cool , perso je trouve les bandes noires frustrantes. J'ai l'impression que le 16/9 c'est le format idéal pour le web
🚦 Intersections are now functional!
Vehicles can now transition between roads at intersections. No collision detection yet, but it’s great to see traffic starting to flow!
Plenty of polish left to do, but it's starting to feel alive.
#Godot #GameDev #IndieDev #CityBuilder #AutomationGame
If you want to know he folds into himself like an accordion 😭 he can go further than the rails
🚂 New addition to my city builder / automation project!
I’ve implemented a basic train system — wagons now align and follow the engine smoothly.
#Godot #GameDev #IndieDev #CityBuilder #AutomationGame #Simulation
I had 2 years of programming (as a hobby) , then I've been programming in Godot for 2 years. The hardest part was forcing myself to learn Vector math
No , it's in gdscript. I use the array mesh class. I call surface_get_arrays, I edit the verts array, then I call add_Surface_from_arrays to commit. (At first it's heavier than a shader but once it's commit it's lighter as there is no more math to do)
When the mesh is duplicated, we lerp vert position between the two transform around him. And the intersection is 5 quad in a cross that connects to the road last verts. ( Then we use the quad verts barycentric coordinate to deform a more complex mesh inside him )
Sure ,but I'm not sure it's the almost efficient way. 1) re bake the curve to create even spacing. 2) foreach vert create a transform that follows the curve direction. 3) use the transforms to duplicate meshes and place them correctly. (Clear enough? )
No that's just the side of the road for parking
I didn't but I will take a look thanks
Thanks 😊
🚧 Progress update on my city builder / automation project!
Intersections are now generated automatically when roads cross .
It’s just visual for now, but it lays the foundation for proper traffic flow later on.
#Godot #GameDev #IndieDev #CityBuilder #AutomationGame #ProceduralGeneration
Continuing to share progress on my city builder / automation project!
Roads now automatically generate intersections when they cross.
Still a bit messy — some visible seams and bugs — but I’m excited to push this further!
#Godot #GameDev #IndieGames #CityBuilder #AutomationGame #proceduralgeneration
Totally meant to post that last GIF as a still image, obviously. 😅
Anyway, here's a completely unrelated video of the conveyor actually doing its thing!
I decided to start sharing my project with the community!
There’s not much to show yet, but here’s a look at the conveyor logic I’ve been working on.
More to come!
#Godot #GameDev #IndieDev #DevLog #MadeWithGodot