This... thing is not and never will be perfect, because I'm human! So please, if you find any bugs or encounter problems, please feel free to join my discord and tell me about them: discord.gg/bjUa77XHak V5: The big update, merge and fix! -Expanded both the street gen and the traffic microsimulation to get a big graphics upgrade with a custom rigging system for the cars, new (CC0) textures and models, street markings and a bunch of other things. -I now use vertex parenting to move a camera which follows a car of your choice! The index which car to follow is a bit hidden though. You can find it in the ".Traffic sim on curve" group at the end of the node tree. -The cars now actually have physics! They have a suspension, react to slippery tires and turn realistically according to their size. -Also, the drivers can now change lanes! The agents automatically choose the unobstructed path and switch lanes accordingly. -What else... oh yeah, everything is much more stable at merging lanes and intersections now! No more crazy geometry when you just want to create a small offshoot or cars suddenly stopping in the middle of the road. I also cleaned up most of the noodle highways and use named attributes now, which allows for much more flexibility. Have fun! V4: Side project for a car rig together with my addon InputDrivers, not downoadable here. V3: Added the support for a traffic microsimulation using Simulation nodes and an implementation of the IDM model with a custom precalculation (~20m in advance) of accidents in order to avoid them. The movement is completely procedural, the cars follow splines which mark the road but aren't bound to them, which allows them to freely choose their direction of travel at intersections. V2: This is a complete redo of the street gen algorythm. It now supports merging lanes, multi-lanes by putting the guide (curves or mesh/vertex nodes) next to each other aswell as a sidewalk, so it actually kinda looks like a street now. V1: This is the project file from my street gen project, I made an in-depth tumblr post about it where I explain the algorythm: www.tumblr.com/magnumvd/719046298714734592/creating-a-ground-conforming-street-geonode-setup It includes a street generator in a demo file with a stylized street over a hillside with a bridge in the middle. Most of the current street generators don't support intersections or are very unstable when it comes to generating them on skewed terrain - mine does! It also supports snapping the street to a terrain mesh without breaking bridges.