Hasty Briefsbeta

Bilingual

Art of Roads in Games

3 months ago
  • #road-design
  • #city-building
  • #game-development
  • The author finds primal satisfaction in intricate patterns emerging from disorder, such as ant colonies, honeycombs, and leaf veins.
  • Roads are highlighted as a fascinating human-made pattern, imagined as a lasting legacy for future alien discoverers.
  • The author's childhood fascination with roads in SimCity 2000 evolved into a deep interest in city-building games and real-world road designs.
  • Despite advancements in city-building games like SimCity 4, SimCity 2013, and Cities: Skylines, road designs often felt unrealistic or flawed.
  • Mods improved road realism in games, but limitations remained due to the underlying game systems.
  • Cities: Skylines 2 made roads even more realistic, but the author sought to understand the fundamental issues with road design in games.
  • The Bezier spline, commonly used in game development, was identified as a key problem due to its inability to preserve shape and curvature when offset.
  • Circle arcs were proposed as a better alternative for road design, maintaining parallelism and simplifying intersection calculations.
  • Transition curves like the clothoid were introduced as ideal for high-speed roads, though they are mathematically complex and rarely used in games.
  • The author built their own road system out of curiosity and to provide a better solution for indie developers, with plans to share technical details in a future blog post.