πΏ Small visual update on my city builder / automation project!
Iβve started experimenting with 3D terrain tiles, though they donβt actually connect yet.
Right now, Iβm working on the logic system that will handle how tiles are placed and connected.
#Godot #GameDev #IndieDev #ProceduralGeneration
05.10.2025 15:55
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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
24.09.2025 18:28
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Crawling out of my cave with an update on my project
Big milestone on my city builder
Iβve 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
24.09.2025 15:28
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ποΈ First steps toward a functional building system!
You can now place and remove buildings.
#Godot #GameDev #IndieDev #CityBuilder #AutomationGame #Simulation
23.07.2025 09:40
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Cool , perso je trouve les bandes noires frustrantes. J'ai l'impression que le 16/9 c'est le format idΓ©al pour le web
19.07.2025 22:08
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π¦ Intersections are now functional!
Vehicles can now transition between roads at intersections. No collision detection yet, but itβs 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
15.07.2025 17:32
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If you want to know he folds into himself like an accordion π he can go further than the rails
10.07.2025 18:40
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π New addition to my city builder / automation project!
Iβve implemented a basic train system β wagons now align and follow the engine smoothly.
#Godot #GameDev #IndieDev #CityBuilder #AutomationGame #Simulation
10.07.2025 18:15
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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
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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)
30.06.2025 22:25
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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 )
30.06.2025 09:43
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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? )
30.06.2025 00:25
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No that's just the side of the road for parking
29.06.2025 20:36
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I didn't but I will take a look thanks
29.06.2025 20:35
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Thanks π
29.06.2025 17:33
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π§ Progress update on my city builder / automation project!
Intersections are now generated automatically when roads cross .
Itβs just visual for now, but it lays the foundation for proper traffic flow later on.
#Godot #GameDev #IndieDev #CityBuilder #AutomationGame #ProceduralGeneration
29.06.2025 16:55
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Continuing to share progress on my city builder / automation project!
Roads now automatically generate intersections when they cross.
Still a bit messy β some visible seams and bugs β but Iβm excited to push this further!
#Godot #GameDev #IndieGames #CityBuilder #AutomationGame #proceduralgeneration
28.06.2025 22:35
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Totally meant to post that last GIF as a still image, obviously. π
Anyway, here's a completely unrelated video of the conveyor actually doing its thing!
18.06.2025 22:32
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I decided to start sharing my project with the community!
Thereβs not much to show yet, but hereβs a look at the conveyor logic Iβve been working on.
More to come!
#Godot #GameDev #IndieDev #DevLog #MadeWithGodot
18.06.2025 22:14
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