{"author_link":"\/users\/theg","author_name":"Theg","author_uid":"theg","comments":[],"epoch":1602204530,"event":"LD47","format":"md","ldjam_node_id":230370,"likes":4,"metadata":{"p_key":"150965","p_author":"Theg","p_authorkey":"1184662","p_urlkey":"367470","p_title":"I made a cool dynamically shapable road almost for no reason","p_cat":"LDJam ","p_event":"LD47","p_time":"1602204530","p_likes":"4","p_comments":"0","p_status":"WAYBACK","us_key":"1184662","us_name":"Theg","us_username":"theg","event_start":"1601596800","event_key":"76","event_name":"Ludum Dare 47"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD47","removed_author":false},"_superparent":212256,"_trust":3,"author":184662,"body":"![road240.gif](\/\/\/raw\/651\/d2\/z\/39c16.gif)\n\nUsing Godot's Path2D node and a handful of Line2Ds I found a way to shape my course entirely dynamically by editing the Path2D's curve in the editor. Using a tool script I matched every point in the drawn lines of varying thicknesses to every point in the curve. I made it like this because I had intentions to procedurally generate the track, but with this event being a limited time jam combined with me not bothering to figure out how to match a collision to the outside of a road generated by a curve, I scrapped it. This did however leave me with a very convenient tool for editing at least the visuals of the track.\n\nIf you want play a game on a track that's a result of this tool, find it here: https:\/\/ldjam.com\/events\/ludum-dare\/47\/spectre-circuit","comments":0,"created":"2020-10-09T00:17:50Z","files":[],"files-timestamp":0,"id":230370,"love":4,"love-timestamp":"2020-10-09T09:34:42Z","meta":[],"modified":"2020-10-09T09:34:42Z","name":"I made a cool dynamically shapable road almost for no reason","node-timestamp":"2020-10-09T00:48:50Z","parent":218555,"parents":[1,5,9,212256,218555],"path":"\/events\/ludum-dare\/47\/spectre-circuit\/i-made-a-cool-dynamically-shapable-road-almost-for-no-reason","published":"2020-10-09T00:48:50Z","scope":"public","slug":"i-made-a-cool-dynamically-shapable-road-almost-for-no-reason","subsubtype":"","subtype":"","type":"post","version":701584},"node_metadata":{"n_key":"230370","n_urlkey":"367470","n_parent":"218555","n_path":"\/events\/ludum-dare\/47\/spectre-circuit\/i-made-a-cool-dynamically-shapable-road-almost-for-no-reason","n_slug":"i-made-a-cool-dynamically-shapab","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"184662","n_created":"1602202670","n_modified":"1602236082","n_version":"701584","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/47\/spectre-circuit\/i-made-a-cool-dynamically-shapable-road-almost-for-no-reason","text":"![road240.gif](\/\/\/raw\/651\/d2\/z\/39c16.gif)\n\nUsing Godot's Path2D node and a handful of Line2Ds I found a way to shape my course entirely dynamically by editing the Path2D's curve in the editor. Using a tool script I matched every point in the drawn lines of varying thicknesses to every point in the curve. I made it like this because I had intentions to procedurally generate the track, but with this event being a limited time jam combined with me not bothering to figure out how to match a collision to the outside of a road generated by a curve, I scrapped it. This did however leave me with a very convenient tool for editing at least the visuals of the track.\n\nIf you want play a game on a track that's a result of this tool, find it here: https:\/\/ldjam.com\/events\/ludum-dare\/47\/spectre-circuit","title":"I made a cool dynamically shapable road almost for no reason","wayback_source":[]}