![]() This is probably unrealistic, but the idea is to strain the process and see results. This is another test with a more complex network. Here you can see a complex 3 road intersection being generated on the fly. Please excuse the poor and simple textures and presentation, all textures can be replaced via the editor. Here you can see some of our first tests showing some intense calculation in various intersections, all solved procedurally, and quite performant. The process of rendering must be very performant, and the resulting mesh must be very efficient in polygon count. ![]() The road system must be able to provide several configuration parameters and various functions to aid a future AI that can use the network to simulate traffic.Īll the mesh is generated procedurally and basically the approach is to have an orientative set of bezier curves which "diagram" the road network to be rendered. The idea is to remain unassisted from third party software and be able to diagram in the unity editor. Mainly, the road system must be able to support very complex road networking in a very simple manner. We are working on some assets for a future game and would love some feedback on our "work in progress" road system.
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