To help speed up the development of Metric Racer, I implemented procedural mesh generation techniques to automatically create track geometry and environmental elements.
The Problem with Manual Mesh Creation
Initially when I started Metric, I was creating all of the track geometry by hand using external 3D modeling tools. This process was:
- **Slow**: Each track section took hours to model
- **Rigid**: Changes meant starting over from scratch
- **Inefficient**: Lots of manual vertex and face creation
- **Error-prone**: Easy to miss topology issues
The Solution: Procedural Generation
By implementing procedural generation within the engine, I could:
- **Quickly prototype** different track layouts
- **Iterate rapidly** on designs without reimporting
- **Generate variations** from the same parameters
- **Optimize geometry** on the fly
Implementation Pipeline
The mesh generation pipeline works as follows:
1. Define Parameters
- Track width, length, turn radius
- Surface properties and materials
- Environmental elements (walls, obstacles)
2. Generate Vertices
- Calculate bezier curves for track path
- Create vertex positions along the curve
- Generate normal vectors for lighting
3. Create Faces
- Build triangle indices for surface
- Optimize for GPU rendering
- Handle seams and transitions
4. Apply Materials
- Assign texture coordinates
- Set surface properties
- Configure lighting parameters
Benefits
The procedural approach:
- Reduced track creation time from hours to minutes
- Enabled real-time track modification
- Improved performance through dynamic optimization
- Allowed for complex track layouts that would be impractical to hand-model
This workflow significantly accelerated Metric Racer's development and remains a core part of the creation process.