๐๏ธ First steps toward a functional building system!
You can now place and remove buildings.
#Godot #GameDev #IndieDev #CityBuilder #AutomationGame #Simulation
@interstellarbazaar.bsky.social
Indie #gamedev from Belgium ๐ง๐ช
๐๏ธ 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 idรฉal pour le web
19.07.2025 22:08 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0๐ฆ Intersections are now functional!
Vehicles can now transition between roads at intersections. No collision detection yet, but itโs 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 ๐ญ he can go further than the rails
10.07.2025 18:40 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0๐ New addition to my city builder / automation project!
Iโve implemented a basic train system โ 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
02.07.2025 23:33 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0No , 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)
30.06.2025 22:25 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0When 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 )
30.06.2025 09:43 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0Sure ,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? )
30.06.2025 00:25 โ ๐ 3 ๐ 0 ๐ฌ 2 ๐ 0No that's just the side of the road for parking
29.06.2025 20:36 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0I didn't but I will take a look thanks
29.06.2025 20:35 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0Thanks ๐
29.06.2025 17:33 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0๐ง Progress update on my city builder / automation project!
Intersections are now generated automatically when roads cross .
Itโs 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 โ some visible seams and bugs โ but Iโm excited to push this further!
#Godot #GameDev #IndieGames #CityBuilder #AutomationGame #proceduralgeneration
Totally meant to post that last GIF as a still image, obviously. ๐
Anyway, here's a completely unrelated video of the conveyor actually doing its thing!
I decided to start sharing my project with the community!
Thereโs not much to show yet, but hereโs a look at the conveyor logic Iโve been working on.
More to come!
#Godot #GameDev #IndieDev #DevLog #MadeWithGodot