


Laneforge - traffic simulator
Hello everybody,
I’m not an expert in Godot, and I’m not a game developer by trade. I’m a backend developer trying to fulfill a long-time dream: building a Civil Engineering traffic simulator and road-network modeling system.
I know there are already professional solutions on the market for traffic simulation and civil engineering workflows, but they are usually fairly expensive, complex, and not very accessible for hobbyists or small teams. I also haven’t seen anything quite like this built with Godot yet, which makes the experiment even more interesting to me.
The project is still very much a work in progress, but the idea is to create a tool where roads, intersections, terrain, traffic rules and simulation behavior can be designed visually, then tested in real time.
Some of the things currently supported or being worked on:
- Road network editing with links, points, lanes and intersections
- Conflict zones and right-of-way logic
- IDM-based vehicle following behavior
- MOBIL lane-changing behavior
- Pedestrians and crossings
- Traffic simulation metrics exposed through Prometheus
- Bridges and tunnels
- Terrain / landscape support
- Elevation editing for roads and endpoints
- Road markings and visual editing modes
- Debug tools to inspect conflicts, vehicle behavior and simulation state
My goal is not to build a racing game, but more of an engineering/simulation sandbox: a place where road layouts and traffic behavior can be modeled, visualized, debugged and eventually compared through measurable metrics.
I’m sharing some videos/images because I’d love to get feedback from the Godot community, especially around architecture, rendering, editor tooling, performance, and anything that looks like I’m doing it “the hard way”.
I know there are rough edges everywhere, but I’m slowly learning Godot by building the tool I wish existed.
Thanks for taking a look!