TRACK SURROUNDINGS GENERATOR PART II
To achieve detailed tracks in the game, complex track surroundings are needed. However, creating those manually would require much time, so I decided writing a procedural generator was the best way for my needs. You can also read my two previous articles:
https://store.steampowered.com/news/app/1871990/view/3228526127303818158
https://store.steampowered.com/news/app/1871990/view/3228526756476993360
The next feature I implemented is generating space where edges are present. That was quite straightforward.

The following thing is to do the same for the roads and add hay bales, so the player doesn't get lost.

Talking of crossroads, we want to generate them as well, but we need to generate the roads first. We randomly select vertices of the graph inside the road, then travel throughout the graph's edges from the road. The algorithm selects the edges with the highest gradient from the road. Dirth paths are made similarly, but they meader more. You can see roads in red and dirt paths in yellow:

Next, I can generate the crossroads in the proximity of the road.

Next, I want to generate houses around the track; they are mainly located alongside the asphalt roads, and they cannot intersect the road and each other.

Each house needs to have a true income path. For that reason, I have to lower the sidewalks in front of the house and put a different material there. This small detail really adds some flavor to the city.

As you can see, I also painted a dirt path, but one problem is that the bushes are not aligned well; for that reason, I revisited the curve sampling algorithm and finally:

With this, the city has a really good feel, with the fans being very passionate as in the real-life:

https://store.steampowered.com/app/1871990/Engine_Evolution_2022/
And join the games Discord.

Support the game by upvoting the post! ːsteamthumbsupː
https://store.steampowered.com/news/app/1871990/view/3228526127303818158
https://store.steampowered.com/news/app/1871990/view/3228526756476993360
The next feature I implemented is generating space where edges are present. That was quite straightforward.

The following thing is to do the same for the roads and add hay bales, so the player doesn't get lost.

Talking of crossroads, we want to generate them as well, but we need to generate the roads first. We randomly select vertices of the graph inside the road, then travel throughout the graph's edges from the road. The algorithm selects the edges with the highest gradient from the road. Dirth paths are made similarly, but they meader more. You can see roads in red and dirt paths in yellow:

Next, I can generate the crossroads in the proximity of the road.

Next, I want to generate houses around the track; they are mainly located alongside the asphalt roads, and they cannot intersect the road and each other.

Each house needs to have a true income path. For that reason, I have to lower the sidewalks in front of the house and put a different material there. This small detail really adds some flavor to the city.

As you can see, I also painted a dirt path, but one problem is that the bushes are not aligned well; for that reason, I revisited the curve sampling algorithm and finally:

With this, the city has a really good feel, with the fans being very passionate as in the real-life:

If you haven't done so, wishlist the Engine Evolution 2022!
https://store.steampowered.com/app/1871990/Engine_Evolution_2022/
And join the games Discord.

Support the game by upvoting the post! ːsteamthumbsupː