Someone asked how to make a mountain pass road with the #godot road generator addon - key is to use @nate.moore.codes's lock xz rotation feature + the Terrain3D editor-visible collisions, plus some manual smoothing
(out of clarity, the Wednesday ones are virtual - but a good chunk are the same people who attend the monthly in-persons, which regularly get 10-20 attendees Id say)
No "bluesky" option for how I learned about this survey ๐ฅฒ but we shall be known in the "Other" section!
Join the official Blender Survey 2026!
Let's get a picture of the community and help shape the future of Blender together ๐งก
This sequence of posts was a poetic comedy - also, I'm imagining a sega marketing boss asking the community lead like "how many people joined the discord?" "Nearly 1%" "percent of what?" "The human population on earth"
D5
Another Godot Road Generator update hit the streets! Check out the visual changelog here, lots of good improvements:
Been wanting to make a pinball game, haven't yet. 2c ideas that might flop in practice: - instead of y clamp, maybe raycast to floor? - or add a "plexi glass sheet" collider over whole board or just flippers? - make paddles add impulses by code instead of native physics? (Probs hard to do well)
Still, I was able to make a good chunk of the loading much faster by caching the generated scaled/transformed puzzle piece shapes. So, even with the more dynamic shape now, it's loading faster than the simple square one in the prior release ๐
But... while the "add_mesh" allows passing in a transform, the actual collision mesh doesn't, so they end up being misaligned. So, interface still has to do some live mesh transform, which adds some editor delay on loading the scene as it prepares the roads to be selectable.
More context: I recently introduced a "puzzle piece" gizmo UI. But the way Godot makes gizmos selectables, is you actually add create both visual and collision meshes. To make the roads likewise clickable to select, I previously merged road meshes + puzzle piece, turns out not necessar
Especially the scene loading one - if I weren't trapped, would have missed it or at least not invested the same way to find the real culprit. Made it way better, though unfortunately, I am still line / arg short of a more *perfect* solution that would actually make scene reloading instant
Maybe I should always take a plane flight before releasing updates - being stuck in one place working offline, I managed to find and fix several bugs and simultaneously drop scene loading time from possibly seconds down to, like, instant? #godot
For real, I deeply enjoyed my video game water park experience game, and still the most "this feels like a place" of the Mario games imo
In retrospect, I guess it's funny I didn't think of Minecraft, given all the time I've spent on plugin dev / music videos / and yeah playing it too. Though tbf I tried to pick only ones that I was playing before college. Sky children of light + Outer wilds would also be in the modern list.
aka Road Generator v0.9.4 is *almost* ready, just this issue left to stamp out I hope ๐
Ah interesting, they told me at one point they were contemplating asking to shift things to root but then later said they dropped it. In the end, the current reco is still to put it under add-ons/<addon name>/ right?
Oh no, the reveal it was made in blender instead of godot! (JK jk, makes more sense to do that there I get it). Was this your asset review response or just a comment that was made?
