#ARGHIO KART / ROAD GENERATION & TERRAIN TOOLS

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fleet hemlock
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Road Network V2 Blueprint

Goal

Move from spline-only track editing to a graph-based road system that can scale from city streets to highway interchanges, including elevated roads with automatic structural supports.

Baseline Requirements

  1. Network graph, not single ribbon:
  • Nodes: intersections, merges/diverges, roundabouts, ramp terminals, grade-separated crossings.
  • Edges: directed road segments with lane metadata and design class.
  1. Road hierarchy (SimCity-style, but engineering-backed):
  • local (access priority)
  • collector
  • arterial
  • freeway
  1. Junction strategy:
  • Use an Intersection Control Evaluation-style approach to pick control type by demand/speeds/space.
  • Supported controls: stop/signal, roundabout, RCUT/MUT/DLT, DDI/ramp terminal variants.
  1. Geometry rules:
  • Horizontal continuity via clothoid transitions.
  • Vertical alignment with grade + vertical curves (crest/sag behavior).
  • Class-based limits for min radius, max grade, lane count and lane width targets.
  1. Grade separation:
  • Overpasses/bridges with explicit deck clearance targets.
  • Automatic substructure generation (piers/caps) when deck-to-ground gap exceeds threshold.
  1. Lane connectivity:
  • Explicit incoming-lane -> outgoing-lane mapping at each node.
  • Turn restrictions and lane use control (through-only, left-only, right-only, ramp-only).

Data Model (Target)

RoadNetwork
nodes: Node[]
edges: Edge[]
junctions: Junction[]

Node
id, pos3
type: normal|merge|diverge|roundabout|interchange

Edge
id, fromNode, toNode
class: local|collector|arterial|freeway|ramp
centerline: parametric alignment
profile: vertical profile
lanesForward, lanesReverse
speedTarget

Junction
id, nodeIds
controlType: stop|signal|roundabout|rcut|mut|dlt|ddi
laneConnections: [fromLane -> toLane]
conflictZones

Generation Pipeline

  1. Topology pass:
  • Build/validate graph, detect disconnected components, ensure lane continuity.
  1. Geometric pass:
  • Solve centerlines with clothoids and vertical curves.
  • Resolve junction throat geometry and lane tapers.
  1. Surface pass:
  • Build road/shoulder/curb meshes per edge and per junction patch.
  1. Structure pass:
  • Build supports for elevated sections against terrain and underpasses.
  1. Traffic metadata pass:
  • Create turn restrictions, priorities, and lane-level routing graph.

Implementation Stages

  1. Stage A (current focus):
  • Keep existing UI/tools.
  • Treat main spline + branch sections as a network.
  • Generate all theme meshes per branch + main.
  • Add automatic support mesh generation from terrain gap.
  1. Stage B:
  • Introduce road classes and per-class defaults.
  • Add lane count + directionality per edge.
  • Add lane connection model at Y-splits/roundabouts.
  1. Stage C:
  • Add interchange node templates (diamond, partial cloverleaf, trumpet, stack-lite).
  • Add ICE-style junction chooser helper.
  1. Stage D:
  • Add routing/traffic simulation hooks.

Standards Anchors Used

  • FHWA roundabouts: speed reduction + yield-controlled circular flow + safety/conflict reduction.
  • FHWA intersection control evaluation and innovative intersection families (RCUT, MUT, DLT, DDI).
  • TxDOT roadway design criteria for hierarchy concepts and vertical clearance targets.
  • SUMO network model concepts (nodes/edges/lanes/connections/roundabout declarations) for lane-connectivity structure.
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BIG updates coming

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this version is not dated fyi will push soon meeting above criteria to a basic minimum

fleet hemlock
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STARTING TO IMPLEMENT NEW CONTROLS πŸ™‚

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Noting this will eventually assume part of a bigger project. already have workign weapon crate system etc just buggy af

uncut wing
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Not that I have done anything with map making, but this looks impressive. Keep up the good work.

fleet hemlock
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overpass support working now

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and exporting materials

fleet hemlock
civic shoal
fleet hemlock
fleet hemlock
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Post more kart systems updates later have mines, grenades and oil slicks working

fleet hemlock
fleet hemlock
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Got speed booster and basic HUD working need banana peels lol

fleet hemlock
tall linden
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Do you take ideas?

unborn cedar
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This is fire!

fleet hemlock
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yes

tall linden
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an ability to make it shoot an rpg with a slowish velocity that flies perfectly straight

fleet hemlock
civic shoal
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https://youtu.be/pZBcVl5so4M?si=xwPoirSFqBBsW_VU

When i see what you do.. this also gets in my mind kekw2 coolfrog

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YouT...

β–Ά Play video
fleet hemlock
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same πŸ˜›

civic shoal
fleet hemlock
fleet hemlock
fleet hemlock
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umm so I got AI to work..

fleet hemlock
civic shoal
fleet hemlock
spring scroll
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THIS IS UNDER RATED

fleet hemlock
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thank you πŸ™‚

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@hollow mountain

hollow mountain
fleet hemlock
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YES MY OWN KART GAME ❀️ NON DISTINCT FROM NINTENDO SHENANIGANS πŸ˜„ at this stage; lets not dissimulate from the facts, it can't be for legal reasons M**RIO. It can be its own fun whacky kart racer

hollow mountain
fleet hemlock
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I think this must be EMPHASISED HERE for LEGAL reason @sonic ridge please you are lawyer in youtube thumbnail

; lets not dissimulate from the facts, it can't be and is NOT "MARIO" / "MARIO KART" for legal reasons. It can be its own fun whacky kart racer

hollow mountain
fleet hemlock
hollow mountain
fleet hemlock
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same ❀️

hollow mountain
fleet hemlock