// the find
TheDuckCow/godot-road-generator
A Godot plugin for creating 3D highways/streets and lane-following traffic
A Godot 4 plugin that generates 3D road meshes procedurally from cross-section control points, with built-in lane-following AI paths. It's aimed at game developers who need dynamic road networks — either hand-authored in the editor or generated at runtime — without hand-modeling geometry or writing their own spline-mesh code.
The cross-section interpolation between RoadPoints is genuinely useful: you get smooth lane-count transitions and variable-width roads without fiddling with individual vertices. The auto-generated AI lane curves (RoadLane) that follow the road geometry are a real time-saver — most road plugins stop at the mesh. Terrain3D integration that flattens terrain to meet road level is a thoughtful addition that would otherwise be a tedious manual step. The plugin is GDScript-only with no native extensions, so it works on every platform Godot targets without a compile step.
Still at 0.9.1 with an explicit 'not feature complete' warning — the intersection edge curve support is listed as 'coming soon', which means complex junctions are second-class. Traffic simulation is path-following only, with no collision avoidance or lane-changing logic built in, so you're writing that yourself. The procedural intersection geometry relies on an N-gon approach that can produce ugly results with non-planar or acute-angle road joins — the GIFs show clean 90-degree cases. At 1k stars with only 61 forks, the contributor surface is thin; this is effectively a one-team project with the associated bus-factor risk for a plugin you'd build a game around.