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Procedural roads and race tracks

Started by rumble Aug 25, 2011 at 11:25 PM 1 replies 2.7k views
Original Post
rumble
rumble
It's not too hard to generate race tracks or road geometry procedurally, but how to nicely handle intersections?

I.e.,
-the four street road intersection
-one road branching out into two or more

Put it another way, given three or more street blocks geometry, all with the same cross section shape, how should I stitch them together and fill any gap in the middle? Preferably generate uniform tessellations and reasonable texture coordinates for the intersection geometry.

Maybe there are papers or techniques that deal with this issue?

Thanks
ApochPiQ
ApochPiQ
What part are you specifically needing help with? Generating the geometry? Simplifying the generated meshes? Stitching meshes procedurally? Generating good procedural texture coordinates?
rumble
rumble

What part are you specifically needing help with? Generating the geometry? Simplifying the generated meshes? Stitching meshes procedurally? Generating good procedural texture coordinates?


>Generate geometry


I'm thinking about starting with the shape of road cross section and replicate it along curves. For example, replicate a trough shaped cross section to simulate hot wheel race tracks. But could be much more complex cross sections.

> Simplify generated meshes

Prefer to have fine details

> Stitch meshes procedurally

Yes need some ideas. I.e., any elegant method to stitch multiple trough shaped cross sections together.

> Generate good procedural texture coordinate

Yes. Especially how to handle the above intersection case. Texture coordinates for a three tracks intersection would be different compared to a four tracks intersection.

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