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.