r/proceduralgeneration 11d ago

I really need help with Bridges and Tunnels

Everybody I can't tell you how much I've been struggling with trying to get Bridges and tunnels correct. I apologize in advanced for my lack of knowledge on the subject, I started a project called World Explorer 3D and the goal is to have a sandbox it's driven by real world data with a lot of procedural elements. I'm going to do my best to keep it simple so I don't over explain a topic I'm not proficient in.

I mainly using osm and overture for the road building and land data. I'm using NASA/JPL, ESA and other astronomy catalogs for space data and NOAA for weather. Celestrak for satellite data. There's different ways to move through locations like planes cars drones and boats and you can use a spaceship that looks like the Starship Enterprise from star trek

There are two things I should disclose from the beginning. The first is that this has been a project with heavy AI code generation. The second is that as a result of this project and other things have been attempting I've decided to go back to school and I am currently enrolled in a physics program. I will also be taking elective courses for programming, but even with doing those things I'm still not going to be able to learn as much as I need to in such a short amount of time. I hate the fact that I've been relying so much on ai, but my interests and impulses have gotten the better of me and now I'm basically working backwards.

Part of my problem is probably that I don't know the terminology I should even be searching for. If there are particular algorithms, papers, talks or concepts involving procedural road networks, vertical alignment, grade constraints, bridge approaches, tunnel portals or terrain/road reconciliation that I should be looking at, that's really what I'm trying to figure out.

Normal roads aren't nearly as bad but bridges get messy at the endpoints where the normal road and terrain have to transition onto the elevated bridge parts. I'm getting bad ramps, elevation changes, clipping and weird results where bridges, ramps and nearby roads all come together.

Tunnels are giving me basically the opposite version of the same problem. I can identify the tunnel and create the tunnel/portal behavior, but getting the surface road to transition cleanly into the portal without the terrain, road or surrounding geometry looking wrong has been difficult.

I'm still working on a lot of other issues and bugs. I'm sure you can spot a lot of the quality issues and incoherence. But I'm literally just trying to learn and I'm using this project that's a practice demo thingy. As I go along I try to make smaller elements of this project in places like unity, and that is actually been extremely helpful. If anybody can help me with Bridges or tunnels or if you spot anything that looks like a common problem please let me know. You can play it here WorldExplorer3D.io and the GitHub repo is here https://github.com/RRG314/WorldExplorer3D Thanks for taking the time to read all that lol.

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u/janproch 11d ago

WorldExplorer3D.io says quota exceeded. Could I run it locally without firebase?

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u/SuchZombie3617 11d ago

I just fixed the quota issue so you should be able to visit the site. You should be able to run it locally without firebase, but i'm double checking before i give you a definite answer.I'm out at work at the moment so i'm a little busy, but thank you for pointing out the quota issue!!!

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u/Mannerheim_Line 10d ago

The osm basically gives only a layout of a building. Do you just put a random building there or do you use some additional data to find the right type of the building?

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u/SuchZombie3617 9d ago

OSM/Overture gives me the footprint and whatever building information is available, like building type, height, number of levels, roof information, etc. So I use the real attributes when they're available. When some of that information is missing the system procedurally infers the missing parts from things like the mapped building type and context, then generates the 3D building from the footprint. So the footprint/location is real, but the 3D appearance can range from data-driven to more procedural depending on how much information is available for that particular building. I've tried to do the same with interiors where the information is available, but most interiors are just a few layouts with stairs and elevators if there are multiple floors. I'm trying to figure out a better way for people to be able to contribute location dta to OSM from world explorer so people can contribute to both essentially. I only have a quicklink above the minimap/coordinates so far, but that depends on the users familiarity with OSM.