Xpand: There is an old Python script that takes a spine and records all vertex positions, and each vertex can hold a property (would have to be set automatically though!) so theoretically it is possible.
I cannot speak for Zero though. His system is probably more advanced than mine and may be more suitable.
A crazy idea I had for node placement was for the nodes to be placed by the player as they racing: as they go round the track in a test mode, they could drop nodes like mines so the nodes are placed on a racing line. But this would require a system to record where they go, and would be a lot of work for little gain.
The node mesh version automatically computes the shortest route, apparently, and does what you describe pretty well. The downside to this on Blender is that the agent that follows the path is not set up for racing. People who have used it for racers have used the agent as a moving node, i.e. the AI tracks to the agent as the agent moves round the track. In fact I tried this approach (but with an agent that followed keyframes) when I first started this![]()
docfo4r: that design document was from ten years ago- I was naive![]()