TheDuckCow @theduckcow.com · 30/09/2026Still, 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 😎 000
TheDuckCow @theduckcow.com · 30/09/2026But... 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. 100
TheDuckCow @theduckcow.com · 30/09/2026Maybe 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 160
TheDuckCow @theduckcow.com · 28/09/2026idk who isn't already using source control for their #gamedev work but here's another compelling case for you: fixing bugs (regressions, in particular) #godot though really applies to any software/coding project 1172
TheDuckCow @theduckcow.com · 27/09/2026Alright, I think that's a wrap - modal scene placement working super well now for the #godot road generator #addon. Best of all, feature will be reusable for prop/decoration placements in the next release to! Release coming soon 091
TheDuckCow @theduckcow.com · 21/09/2026Dynamic placement is working pretty well! Video shows off placement, snapping, undo, and bridging all working together. Can't believe I even got the modal operation it continue working while orbiting and panning around without side effects. #godot Will see if I can sneak in shift-multi placement 👀 151
TheDuckCow @theduckcow.com · 20/09/2026Also that hot wheels game is seriously underrated, has one of the best 4-player split screen battle game modes of it's time imo, mario kart could never 120
TheDuckCow @theduckcow.com · 20/09/2026Never did it before now. It's 9 games that "shaped me", does not mean these are all positive reviews - the last one was a real source of trauma for ME 352
TheDuckCow @theduckcow.com · 20/09/2026Making good progress! Fixed the offset, have an idea how to get snapping to work.. though, maybe I should tell the plugin to calm down a bit on the snapping bit #godot #plugin #road #generation 161
TheDuckCow @theduckcow.com · 17/09/2026Some progress on a placement tool - cursor offset aside, it's already a nice improvement over the "spawn at the scene origin" way it was before. After the cursor offset, then to get the snapping system to work... aka fighting the undo/redo system ☠️ #godot #roads #addon 1274
TheDuckCow @theduckcow.com · 06/09/2026While the #godot road generator's RoadPoint is meant to be directionally agnostic, it does help for troubleshooting to know which was is "forward". Finally got around to implementing this little puzzle-piece motif in the gizmo itself to visually help with that - work in progress 1334
TheDuckCow @theduckcow.com · 12/08/2026How it started vs how it's going sketchfab.com/blogs/commun... 010
TheDuckCow @theduckcow.com · 02/08/2026Also finally had a good excuse to do that thing where you make your itch io embed game perfectly match up with the surrounding page, took some finagling but nice to have that figured out 072
TheDuckCow @theduckcow.com · 19/07/2026Also fun fact we grow the crazy water intensive crop alfalfa just because farmers are incentivized to maximize [Colorado river] water usage to not lose quota, and then ship it basically for free in the otherwise empty-returning Chinese tankers to sell for nothing, after feeding all our cows with it. 010
TheDuckCow @theduckcow.com · 19/07/2026Whenever I hear "almond milk uses so much water" as something to hold someone back from switching from cows milk, I think of this chart (aka put on a blindfold and pick a plant milk, it'll at *least* half water use) (but also yeah, oat ftw) 120
TheDuckCow @theduckcow.com · 09/07/2026Can't stop, won't stop (hmm.. maybe because I haven't implemented traffic lights/stop signs?) 081
TheDuckCow @theduckcow.com · 09/07/2026Just merged: traffic lanes for procedural intersection, yet another community edition! Really love it when contributors come along and are so open to feedback and going through the iterations to make something just work great like this. #godot #plugin 3928
TheDuckCow @theduckcow.com · 04/07/2026On a binge to try every #godot vehicle/car physics template/addon, to compare them + my own prior attempts. Anyone have any favorites? Made your own car controller? Just using stock Vehiclebody 3D? (GEVP pictured here, one I've liked more so far, placed into Road Generator demo scenes) 4111
TheDuckCow @theduckcow.com · 27/06/2026The "Simple intersection lanes, in and out. 20 minute adventure" is actually coming along quite nicely! 105% credit goes to tmesser, I'm just the one making the nitpicks 😎 Won't cover 100% of intersection setups, but should work nicely for most cases + users can hand add additional lanes #godot 080
TheDuckCow @theduckcow.com · 24/06/2026Very happy someone is taking on the challenge of procedural intersection lane connections. My brain is now not so happy after spending all this time thinking through the simplest yet robust approach to give 🤪 let's see if this still makes sense to me tomorrow morning github.com/TheDuckCow/g... 2151
TheDuckCow @theduckcow.com · 22/06/2026Blender 2.8 go vrooooom while Blender 2.71 like slim, sleek, vibing. 020
TheDuckCow @theduckcow.com · 22/06/2026Oh neat, I just now realized there are badges on the #Blender project/source control site, I've even collected a few over the years. Throwback to the Blender rocket ship, I've actually still got mine! 1121
TheDuckCow @theduckcow.com · 20/06/2026Testing for the next road generator patch, doing some quick spot checking with the Terrain3D integration in #Godot 4.7 - looking smooth! 2282
TheDuckCow @theduckcow.com · 20/06/2026aint_much_but_honest_work.gif Improving the UX of working with intersections one paper cut at a time. Here, you can now connect points between different RoadContainers and maintain their proper "connected" states. #godot #addon More here: github.com/TheDuckCow/g... 0173
TheDuckCow @theduckcow.com · 14/06/2026The above option makes it easy to visualize the intersection ahead of time, whereas the current functionality of taking your selected node and making it become the middle is not really intuitive. Here's a counter example where it inserts new points if original branching points are too spread out. 020
TheDuckCow @theduckcow.com · 14/06/2026Added a mockup for the circle idea where the points are already close together, it inserts a new intersection point in the middle based on visualizing a circle. I'm also realizing, could be rather nice to just disable other gizmos while the connection tool is active, just gets in the way. 131
TheDuckCow @theduckcow.com · 14/06/2026Trying to improve intersections QoL. Briefly thought it'd be nice to auto-insert a mid-point intersection node on conversion (ie first try on the left side, where I simulate adding a point in the middle), but makes less sense on right side despite being the same node layout just rotated slightly 🤔 1162
TheDuckCow @theduckcow.com · 03/06/2026Ok the "prefab intersection" demo is kinda fun to just roam around now. This also shows off the RoadLane path connection debug HUD top left, should have thought of that ages ago. It reveals when you have neighbor left/right lanes to swap between. #godot #addon 1101
TheDuckCow @theduckcow.com · 31/05/2026Hmm, the roundabouts are making the T-junction lanes look bad now, dang. Time to roll my sleeve up for those too I guess #godot Also just noticed some t-junction UV shading leakage 261
TheDuckCow @theduckcow.com · 31/05/2026Lanes now look messier in the UI, because instead of having one path in each section connecting to multiple other ones within parts of the intersection, each allowed path *through* the whole roundabout is a single path. So, cars going through don't have to jump to multiple "lanes" just to exit. 110
TheDuckCow @theduckcow.com · 31/05/2026This... took way more than I anticipated, but roundabout lane connections now work! Had to jostle the code to work with both procedural and crafted RoadLane placements + totally redoing the actual manual lane setups for realistic paths through the round. #godot Now to update the 2x2 one 😭 110
TheDuckCow @theduckcow.com · 29/05/2026Roundabouts now have proper road lanes - defining their corresponding next/prior/side lane connections. Unfortunately... this had to be done manually, and tedious it was. Hopefully I never need to do this again and the procedural version comes easily 😆 #godot #addon 191
TheDuckCow @theduckcow.com · 28/05/2026Feature now in PR, here's a fuller demo - UI name still pending, may go with "Make RoadLanes Editable" github.com/TheDuckCow/g... #godot #addon 131
TheDuckCow @theduckcow.com · 27/05/2026Next feature: Bake RoadLanes! The addon's generated Path3D lanes are usually invisible in the editor to prevent you from messing with exact alignments, but sometimes you need to override them (aka me rn with roundabouts). Now you can! It even lets you have a mix of overridden/auto lanes. (No PR yet) 141
TheDuckCow @theduckcow.com · 27/05/2026Also, why does the addon create it's on path direction visual when Godot has it's own (since 4.0)? Well, you tell me if you can squint and see those directional lines by comparison. 120
TheDuckCow @theduckcow.com · 27/05/2026Incoming: a small 🧵 of #godot Road Generators improvements inbound! First up - a much improved RoadLane visual for car-following paths (comes with a notable performance boost bonus, too). Merged to dev: github.com/TheDuckCow/g... 2182
TheDuckCow @theduckcow.com · 19/05/2026Look at them roundabouts - same meshes, with the material override in the editor. Way easier to work with no, no need to "fork" the assets. 020
TheDuckCow @theduckcow.com · 19/05/2026Made this feature after sitting in the back of my head for awhile. If you've setup a reusable *custom* mesh for a road segment/intersection, you can now set its material by specifying the meshes to influence. Makes it easy to reuse prefabs for different settings. 1232
TheDuckCow @theduckcow.com · 17/05/2026Working on another Road Generator demo scene - physics vehicle lane following (aka NPC car)! It's hard to find a balance of "make demo look good" but also having the code simple enough to be *just* a demo, I'm used to adding all sorts of extra mechanisms just to make driving look... okish 1131
TheDuckCow @theduckcow.com · 11/05/2026Made some good progress - changes not uploaded yet, but will be soon. Added the 2x2 roundabout and fixed up the UV layouts for pretty much all prefabs so they work better with PBR materials (the toon shader one was too forgiving, didn't see some of the UV demons) 041
TheDuckCow @theduckcow.com · 10/05/2026Round things are happening. Adding new hand modeled presets, will eventually guide how to make the procedural ones. All set up with AI lanes and everything! #godot #road #procgen 4162
TheDuckCow @theduckcow.com · 04/04/2026Just merged this demo scene to help validate the performance of various decoration types. Here, showing off multi-scene-instancing not being not very performant during frame refreshes. #godot #addon github.com/TheDuckCow/g... AKA I'm getting back into the swing here... lots to still sort out. 0122
TheDuckCow @theduckcow.com · 04/04/2026Me, returning to a WIP change from weeks ago and seeing this is where things left off (aka me using git stash and apply to go back and forth to test changes) 060
TheDuckCow @theduckcow.com · 30/03/2026Though no really my genre, of course had to play Slay the Spire II as a #godot supporter. I feel privileged to see the non-ai-placeholder artwork while I still could 😁 061
TheDuckCow @theduckcow.com · 25/03/2026Added a "wrap around" tick box to the RoadActor demo vehicle, super satisfying seeing the vehicles just loop around like this. Will be turning this into a broader decoration demo scene over time for the #godot road generator. 1153
TheDuckCow @theduckcow.com · 22/03/2026Happy birthday to @thekindkitten.bsky.social, co-lead on @wheelstealgame.com - hope you had a wonderful day! 281