[HN Gopher] Art of Roads in Games
       ___________________________________________________________________
        
       Art of Roads in Games
        
       Author : linolevan
       Score  : 570 points
       Date   : 2026-02-08 21:05 UTC (1 days ago)
        
 (HTM) web link (sandboxspirit.com)
 (TXT) w3m dump (sandboxspirit.com)
        
       | zabzonk wrote:
       | Be like the Romans - make them all straight lines :-)
       | 
       | Of course the Romans didn't give a shit who's property rights
       | they might be violating. I live in Lincolnshire UK, where Roman
       | roads are still used. The last one that got changed was years ago
       | when they had to put a kink in Ermine Street (now the A15) at RAF
       | Scampton when they extended the runway to accommodate Vulcan
       | bombers.
        
         | oaiey wrote:
         | In my area, streets are often church tower to church tower.
         | From the middle ages. You can nowadays drive these streets and
         | the middle line indicators align perfectly with the church
         | tower showing up. I think the church /church based government
         | share that property right understanding of the Romans :)
        
         | plomme wrote:
         | The romans did care about property lines! Romes' second
         | aqueduct was held up when land owner Crassus refused to give up
         | private land for its construction. Check out the article for a
         | fascinating read: https://en.wikipedia.org/wiki/Roman_aqueduct
        
           | closewith wrote:
           | What an ugly attitude for the landowner to have held. There
           | should be a word for that.
        
       | serious_angel wrote:
       | Thank you very much... Ineffably magnificent, as always...
       | 
       | Related: https://www.pushing-pixels.org/2014/04/04/the-craft-of-
       | scree... (The craft of screen graphics and movie user interfaces
       | - interview with Jorge Almeida...)
        
       | heliumtera wrote:
       | The tech seems really cool, but the road showed in the examples
       | is not any less insane, like, why?
        
         | hresvelgr wrote:
         | That's the point? Even though they are complex, the improved
         | roads all use circular arcs which guarantee a baseline of good
         | drivability.
        
         | aerio wrote:
         | Their animated gif at the very end of their own tech seems very
         | sane?
         | 
         | I wish they'd actually shown more/talked about it though.
        
           | Ef996 wrote:
           | Will share more soon. I have some more recordings of it on x
           | https://x.com/SandboxSpirit if you're interested.
        
       | bombcar wrote:
       | Another aspect of these games is the subtle scale issues that
       | aren't readily apparent - even the newest biggest city simulators
       | are fractions of the size of a real city.
       | 
       | Road and rail curves are _massive_ and it's hard to understand
       | just how big they are without having to actually walking them.
        
         | prawn wrote:
         | I regularly drive what I thought of as a quite winding road.
         | Visitors drive it cautiously. It was funny one time looking at
         | the satellite view and thinking "Wait, where is the tight bendy
         | section?" Everything looked like very gentle curves; probably
         | closer to straight lines.
        
         | hibikir wrote:
         | You can find in developer notes for city sims that sometimes
         | they've tried to keep sizes of roads and parking lots to scale,
         | and then they realize it's all low density and uninteresting,
         | kind of like real aerial photography of a typical US city.
         | 
         | So the difference in scale between real life and the sims is
         | 100% on purpose, as more realism makes the game worse. Just
         | like they don't ask for a long permitting system for anything
         | to get built, or demand a decade of discussion and probable
         | lawsuits before you can move move a road, or rebuild an
         | intersection.
        
           | left-struck wrote:
           | Having played many city building games though I've always
           | desired more depth and realism. Like the more I play them the
           | more I want out of them. I wish power lines were limited in
           | capacity and had to be stepped up and down via transformers
           | (Workers & Resources does this) I wish I could make decisions
           | about every intersection and every lane (cities skyline mods
           | allow this) etc. Anyway I think there's an audience for more
           | realistic games in general, even if most people would find
           | them less fun.
        
             | oaiey wrote:
             | At a certain point these simulators would be so intense
             | that your joy for the game could be your joy for real
             | employment in a city :)
             | 
             | The statement reversed, you might loose your joy because
             | working in the game is no longer fun.
             | 
             | I get you but just want to say: careful what you wish for
             | :)
        
       | chongli wrote:
       | I love SimCity 2000 and these roads look really cool but I'd
       | really like to see a city-builder go in a different direction.
       | 
       | One of the biggest problems with North American cities is their
       | endless, car-centric suburban sprawl. SimCity games may be really
       | fun to play but they seem to reinforce this problem and anyone
       | who grows up playing them will not learn about alternatives for
       | more livable cities.
       | 
       | New Urbanism, traditional neighbourhood design, streetcar
       | suburbs, one-way streets, bike paths, walking paths, mixed-zone
       | walkable villages (light commercial with residential), smaller
       | single-family houses and duplexes, triplexes, houses behind
       | houses. Many of these are older and more traditional techniques
       | to yield higher density neighbourhoods without building up to
       | large apartment buildings.
       | 
       | It would be really cool to see a game that focused more on
       | creating these kinds of realistic and aspirational living spaces
       | instead of the usual cookie-cutter suburbs linked up by huge
       | roads and a large downtown core.
        
         | mh2266 wrote:
         | this is definitely doable in CS (+mods), search YouTube for
         | "cities skylines European" or something like that.
         | 
         | you need "plop the growables" and "move it" mods at minimum to
         | nudge all the buildings close together.
        
         | IMTDb wrote:
         | There are plenty of "chill and peaceful" city and town builders
         | that trade realism for prettier, more idealized places.
         | 
         | In more simulation-focused games, cycling and walking paths are
         | often available, and you can use them, but they come with many
         | of the same constraints they face in the real world. In
         | practice, that means they are usually not efficient as the
         | primary way to move large numbers of people across a large
         | city.
         | 
         | Reading your comment, it sounds like you want a game that is
         | realistic in most respects, but treats transportation
         | differently, in a way that makes your preferred options the
         | optimal strategy. That is going to be hard to find, since
         | transportation is a core part of city-building sims, and
         | developers tend to pick either realism or a more
         | utopian/fantasy model rather than mixing both in a single game.
        
           | Tarrosion wrote:
           | [citation needed] that some combination of "New Urbanism,
           | traditional neighbourhood design, streetcar suburbs, one-way
           | streets, bike paths, walking paths, mixed-zone walkable
           | villages (light commercial with residential), smaller single-
           | family houses and duplexes, triplexes, houses behind houses."
           | is not in fact optimal! (For certain objective functions)
        
           | chongli wrote:
           | That's not what I want at all. I want a more realistic sim
           | that deals with issues such as sprawl, food deserts,
           | transportation elasticity of demand, mental health issues
           | (and their impact on crime and productivity), and a network-
           | flow theoretical model of transportation and commuting
           | contributes to all this. Building a bunch of sprawling
           | suburbs that feed into a dense downtown core should make your
           | citizens' commute times shoot way up and lead to misery.
           | 
           | A well-built large city isn't just going to be 100% biking
           | and walking paths, it's going to have streetcars, light rail
           | transit, subways, and buses as well as roads with cars. The
           | difference is that people shouldn't be forced to commute
           | across the entire city to get to work because you decided to
           | cram all of the commercial zoning into one downtown core.
        
             | jmye wrote:
             | > The difference is that people shouldn't be forced to
             | commute across the entire city to get to work because you
             | decided to cram all of the commercial zoning into one
             | downtown core.
             | 
             | Isn't the point that they _should_ be, if that 's how I
             | choose to build a city, and they don't _have_ to be, if you
             | choose to build it otherwise? The entire point of a sandbox
             | city-builder is, I assume, that it 's a sandbox, and not a
             | dogmatic interpretation of a childish Reddit meme.
        
               | chongli wrote:
               | It was pointed out elsewhere in this thread that SimCity
               | already distorts reality in an ideological way: it lets
               | you have tons of traffic without worrying about parking.
               | It just gives you magical free underground parking
               | everywhere that you never have to think about, in order
               | to avoid the usual suburban parking sprawl hellscape.
        
           | bombcar wrote:
           | The original SimCity was perfection - you could build no
           | roads and nothing but rail! ;)
           | 
           | Cities Skylines with all the DLC _and_ the right
           | transportation mods gets pretty "realistic" in that you can
           | build a transit paradise but the car still exists.
        
           | Qwertious wrote:
           | Car-centric transportation is not efficient. Not remotely.
           | They have absolutely terrible bandwidth, and they balloon the
           | size of cities apart the more you try to increase the speed
           | to bring them closer together.
           | 
           | If you think Simcity and Cities: Skylines are realistic
           | depictions, then ask yourself why Simcity famously has _no
           | visible parking whatsoever_ (or don 't: the devs are on
           | record saying they excluded it because it made the cities
           | look terrible, there's no need to speculate here), or ask
           | yourself why Cities: Skyline added _car pokeballs_ (where
           | drivers get out of the car and _put the car in their pocket_
           | ) or straight-up delete cars when traffic gets too heavy.
        
           | matsemann wrote:
           | > Reading your comment, it sounds like you want a game that
           | is realistic in most respects, but treats transportation
           | differently,
           | 
           | It's the opposite, no? Most city builders cheat to be able to
           | be fun. Like, with the amount of roads one build in Sim City,
           | half the map would have had to been parking lots to account
           | for that amount of traffic. But that's boring gameplay, so
           | they remove that constraint to make a fun game. Aka you never
           | have to deal with the consequences of making your city car
           | dependent.
           | 
           | Edit: See another comment from CalRobert about exactly this.
        
           | prmoustache wrote:
           | You have a weird definition of "realism".
        
         | GaryBluto wrote:
         | > SimCity games may be really fun to play but they seem to
         | reinforce this problem and anyone who grows up playing them
         | will not learn about alternatives for more livable cities.
         | 
         | That's because SimCity is not a tool for preaching your
         | personal opinions of what makes "more livable cities" to people
         | who more often than not want to design semi-realistic, typical
         | cities in an entertaining strategy game.
         | 
         | If you want to make your perfect city builder, go ahead, it's
         | easier than ever now for somebody to create a game. Just don't
         | expect everybody else to share your view of "aspirational",
         | more so if you actively punish traditional city structures.
        
           | jak6jak wrote:
           | OP must of hit a nerve here but In games like city skylines a
           | big difficulty of large cities built in the game is handling
           | car traffic. A lot of which is solved by public transport,
           | walking paths and other "apirational" city structures that
           | are hard to realize in real life. I've watched alot of fun
           | videos on youTube of a certain youtuber apply these
           | techniques to other people's saves to great success. It's
           | honestly a fun challenge to solve.
        
           | prmoustache wrote:
           | > to people who more often than not want to design semi-
           | realistic, typical cities in an entertaining strategy
           | game.[...] more so if you actively punish traditional city
           | structures.
           | 
           | What you call "typical" and "traditional" is not in any way
           | universal.
           | 
           | Or you haven't travelled a lot.
        
         | stronglikedan wrote:
         | > One of the biggest problems with North American cities is
         | their endless, car-centric suburban sprawl.
         | 
         | Most people consider that a benefit. It's just as livable as
         | anywhere else. Just different.
        
           | vineyardmike wrote:
           | > It's just as livable as anywhere else
           | 
           | People are totally entitled to like what they like, and
           | that's OK. Everyone has something that works for them, and
           | this world has a great variety of options available but the
           | "car-centric suburban sprawl" is linked to various negative
           | mental and physical health consequences. Negative health
           | consequences, IMO, isn't "just as livable".
           | 
           | As a simple example, when people walk more during commuting
           | instead of drive, they tend to be healthier. There are other
           | more nuance (but studied) impacts, such as increased car
           | accidents, mental impacts from increased isolation, etc. In
           | America, there is even a correlation between how car-centric
           | a community is and how often individuals are willing to seek
           | out healthcare (even when accounting for access and
           | affordability).
        
           | account42 wrote:
           | Yeah it's strange how some people think that squeezing people
           | like sardines without any space for personal gardens is
           | supposed to be a good thing. Density in European cities is
           | mostly a historical artifact and something objectively
           | chosen.
        
             | matsemann wrote:
             | Huh, wonder what takes up all the space that could've been
             | parks and gardens (hint: it's made of asphalt)
        
           | prmoustache wrote:
           | If you like living and spending all your day in your car yes.
        
             | jmye wrote:
             | I don't spend anything close to "all my day" in a car - I'm
             | not sure what the absolutely over-the-top and completely-
             | detached-from-reality, snide hyperbole adds, here.
        
               | prmoustache wrote:
               | Well that is certainly how it feels when I am in a city
               | in north america.
               | 
               | A small errand that takes me 5 to 10min in my hometown
               | takes me 45min to 2h in suburbialand. Worse, mutualizing
               | errands do not even reduce the overhead of a single trip
               | because infrastructure is usually made in such a car
               | centric way that it makes it super inconvenient if not
               | downright dangerous to walk from one huge parking lot to
               | another one a couple of blocks away so you are kind of
               | pushed to move your car, sometimes navigate a stupidly
               | long loop to simply turn around and go on the other side
               | of a stroad.
               | 
               | By the end of the day you realize you have barely done
               | anything.
               | 
               | Funnily it makes it worse for both drivers and non
               | drivers.
               | 
               | At home I usually opt to not take the car, not because it
               | would be slow but because in many cases it is silly. It
               | would be too short for the engine to even warmup and I
               | would not have the chance to enjoy some time outside
               | and/or exercise at the same time.
               | 
               | I totally see the impact spending so much time in the car
               | and traffic has on my in law family's stress level and
               | they do complain a lot about it while being seemingly
               | unable to envision a better way of living and push for it
               | at political level. It is also super bad on the security
               | side of things because they often opt to take/make calls
               | while driving for it to not make it time totally lost and
               | aren't just as focused as they should be on the road.
        
         | MindSpunk wrote:
         | Do we really need to jump onto a tangent about evil cars and
         | evil car infrastructure on a post about b-splines and curve
         | sections?
         | 
         | Everything in the article applies equally to trains and rails.
         | 
         | We get enough complaining about evil car-centric city designs
         | on the posts directly about cars thanks.
        
           | dcsommer wrote:
           | I think GP is simply identifying a potential popular niche
           | that could be satisfied in a future city builder game, which
           | seems quite on topic.
        
         | throwerxyz wrote:
         | Those areas aren't better to live in. They're just older parts
         | of older towns so they don't have much wiggle room. The wiggle
         | room was amazing for the more modern countries, except now we
         | wiggle in a different direction too. An equal middle can be
         | seen in Asian cities in Korea and China. They mix high density
         | with high quality of life and little self sacrificing.
         | 
         | Neither US or Europe do living areas well due to their
         | historical constraints.
        
           | CalRobert wrote:
           | It's subjective but many of us strongly disagree.
           | 
           | And, of course, the fact that the areas you say "aren't
           | better to live in" also tend to be extremely expensive
           | doesn't make a lot of sense.
        
             | account42 wrote:
             | Except for gates communities, living cost is mostly a
             | function of closeness to high paying jobs.
        
               | CalRobert wrote:
               | I don't think that counters what I wrote? One of the
               | benefits of higher density is having more high paying
               | jobs nearby.
        
         | CalRobert wrote:
         | The creators SimCity itself were aware of the problems you
         | mention. Ever notice how there's no parking lots?
         | 
         | https://humantransit.org/2013/05/how-sim-city-greenwashes-pa...
        
           | chongli wrote:
           | They were aware of the problem and they covered it up, rather
           | than try to show better ways of living. It's unintentional
           | propaganda for the crappy ways we build our cities. It's
           | worse than if they'd just show things how they really are.
        
         | nine_k wrote:
         | When I played Sim City, I gladly built super-dense
         | neighborhoods with high-rises facing parks, and mass transit,
         | Le Corbusier style. One reason was that they brought in
         | enormous income, another, that they looked cool.
        
       | muzani wrote:
       | I was fascinated by them since reading a guide for Cities:
       | Skylines that said that roads were like trees. There's a trunk
       | that moves large amounts of nutrients and little branches that
       | distribute the nutrients to the leaves. Such simple rules, but
       | such complex and deterministic results.
        
       | genpfault wrote:
       | https://www.redblobgames.com/articles/curved-paths/
        
         | Ef996 wrote:
         | Yes, I don't even know how I didn't know about this at the time
         | of wiring the article. But a must read for sure!
        
       | antif wrote:
       | One game that had a different perspective (first person mmo), but
       | a fun network of road building in a simulated wilderness .. Wurm
       | Online
        
       | raincole wrote:
       | Cool shit!
       | 
       | > Do 99% of city-builder players care what shape the corner
       | radius of the intersection has? Most likely, no.
       | 
       | Maybe not... but out of all the players who care corner radius of
       | roads in games, 99% of them probably are into city-builder!
        
         | hobofan wrote:
         | The corner radius discussed in the article is utopian and also
         | only works in street layouts that prioritize car driveability
         | over everything else.
         | 
         | A "properly rounded corner" at an intersection as alluded in
         | the article is one that's great for cars (as they don't have to
         | slow down much or have a tight turn. However, they are awful as
         | pedestrian crossings if you want to do a double crossing, as
         | you have to traverse additional distance. They are also much
         | more space-inefficient, which isn't viable in a densely built
         | urban environment.
        
       | inflam52 wrote:
       | Timely article for me! I just went through this in my little
       | SimCity remake for MicroPython:
       | 
       | https://github.com/chrisdiana/TinyCity/blob/6c3a7337788655b5...
        
       | hirako2000 wrote:
       | Articles like these are the reason I continue to check
       | hackernews.
       | 
       | Author please keep writing.
        
         | Ef996 wrote:
         | For sure I will. Thanks a lot for your interest. To anybody's
         | disappointment, I didn't even know Hacker News was a thing
         | until I saw a ton of traffic coming from it. But I guess I'll
         | be more active here since there are a lot of like-minded
         | people.
        
           | hirako2000 wrote:
           | Hackernews is notorious for causing outages when a link to a
           | self hosted site trends.
           | 
           | Beware if you post article's in there.
           | 
           | I also do graphic processing and now with ML, contact me if
           | you ever want to share though, contact via my profile
        
             | technothrasher wrote:
             | > Hackernews is notorious for causing outages when a link
             | to a self hosted site trends.
             | 
             | This made me briefly nostalgic for the old glory days of
             | Slashdot, which is the first place I recall that would
             | cause the "hug of death".
        
               | mlrtime wrote:
               | /. affect was a real thing for sure. I'm not sure it
               | happens much on HN.
               | 
               | My guess is a combination of tech being better and HN
               | having lower volume vs peak /. (before digg&reddit).
        
               | ChoGGi wrote:
               | I believe the hug of death is Reddit, Slashdot was
               | slashdotted.
        
           | stravant wrote:
           | People who made tools that generate roads using circular arc
           | spines unite: https://devforum.roblox.com/t/new-geomtools-
           | plugin-quickroad...
        
       | abcde666777 wrote:
       | There's so many things in games that are taken for granted at
       | play time but which actually take a lot of thinking and work to
       | get right. Roads for instance aren't something which your typical
       | player will look too closely at... but they will notice if they
       | look or behave in a way that seems wrong.
       | 
       | I've been playing Kingdom Come 2 of late, and I find it's natural
       | to just kind of take the world they've created for granted - just
       | like we do the real world. But when you actually stop and look
       | you have to consider that every one of the finely crafted details
       | was built by someone's sweat and tears, be it artists,
       | programmers, or designers at edit time.
       | 
       | No wonder it's an industry of crunch, the work involved can be
       | uniquely daunting.
        
         | shalmanese wrote:
         | Another area of hidden complexity is doors in video games.
         | Almost no game has life sized doors because they introduce
         | gameplay issues, almost all doors in video games are at least
         | 30% bigger than in real life and you see an overabundance of
         | sliding doors vs swinging doors because of the complexity
         | swinging doors bring to video game physics.
         | 
         | https://lizengland.com/blog/the-door-problem/
         | 
         | https://www.ign.com/articles/putting-doors-in-video-games-is...
        
           | bestham wrote:
           | This was also confirmed by a Valve developer recently about a
           | bug in HL2:
           | 
           | https://mastodon.gamedev.place/@TomF/115589925206309168
        
             | yoricm wrote:
             | That's an impressive bug hunt. Same code, different
             | behavior. I can't imagine how much time the guy spent on
             | finding this one. And how much satisfaction once he finally
             | nailed it.
        
             | account42 wrote:
             | Also in their VR titles Valve made all doors swing in both
             | directions because that feels more natural to players when
             | there is no haptic feedback from not being able to push
             | open a door.
             | 
             | The scale difference mentioned in gp isn't just doors
             | though but any structure you can pass through. Many games
             | houses with larger interiors than exteriors and video game
             | ventilation ducts are comically large.
        
         | BrtByte wrote:
         | Yep, the most impressive work in games is the stuff players
         | never consciously think about
        
         | asimovDev wrote:
         | I absolutely love how Skyrim's world is built. A lot of details
         | that would fly past most players' attention are quite thought
         | through. How roads connect, where do rivers intersect, where do
         | lakes get their water from, in which direction do they flow
         | etc.
        
         | LanceH wrote:
         | > There's so many things in games that are taken for granted at
         | play time but which actually take a lot of thinking and work to
         | get right.
         | 
         | I have a small list of these things in game dev. Over the
         | years, I found some games that were more playable (in my
         | opinion) than I thought they deserved to be. Kind of like a
         | well written book with a bad story.
         | 
         | For me at least, the number one most important thing is how
         | well the character -- person, car, spaceship, whatever --
         | moves. Does it handle well, as expected. I'm at the point where
         | I think this may be the single most important aspect of a game
         | that finds itself in a competitive space.
         | 
         | I think blizzard stands out for this with Overwatch and World
         | of Warcraft. They avoid the jerky start and stops with their
         | characters. Their characters feel both performant and natural
         | at the same time, adhering to reality but breaking physics as
         | necessary (air strafing for example).
         | 
         | Building out roads correctly feels like an offshoot of this for
         | games which include cars. A car should be able to navigate a
         | turn without going through weird contortions as it hits pinch
         | points, or unnatural wiggles when roads join.
        
         | amatecha wrote:
         | Ah yeah, this is actually part of why I never complete games..
         | I spend so much time messing around looking at all the cool
         | little details, exploring the environment and generally
         | "experiencing the place" moreso that pursuing game mechanics or
         | completing levels/quests/etc. ... some of my favorite games,
         | I've played probably like 1/4 of lol
        
       | heyitssim wrote:
       | My version of OP's roads problem is blob autotiling - how tiles
       | connect to their neighbors. 256 possible neighbor combinations
       | reduce to 47 valid patterns once you realize corners only matter
       | when both adjacent edges are present. You paint a semantic type
       | like "wall", the system resolves the right tile from those 47
       | patterns - but painting one tile cascades outward, neighbors re-
       | resolve, which triggers their neighbors, and you're tracking
       | stale state to keep it all consistent. Same underlying problem as
       | road segments affecting connected intersections.
       | 
       | I've been trying to make this as easy as possible for non
       | technical people to draw terrain in craftmygame (the game engine
       | I'm building) here's what the terrain painting looks like in the
       | editor so far :
       | https://youtu.be/bFrUYM2t3ZA?si=tw1LqBWR7Uyn08lR&t=37
        
       | czheo wrote:
       | I studied urban planning back in the university and one of the
       | classes was road design. Though I forgot most, one part of the
       | class was about how to design roads with curves that's safe for
       | cars. This post just brought that memory back to me.
        
       | smhinsey wrote:
       | This is a really interesting approach but I'm curious to see how
       | it translates to the actual mesh extrusion, or whatever 3d
       | technique they adopt. It's relatively easy to do this in 2d, it's
       | the 3d solution that accommodates terrain variation that
       | introduces the real explosion of complexity
        
       | acherion wrote:
       | The author might get a kick out of an upcoming game called
       | Junxions, which is a sandbox game to just do that... create road
       | junctions.
       | 
       | The subreddit is here: https://www.reddit.com/r/Junxions/
       | 
       | Sure they teased that they've made their own solution, but I
       | think Junxions should scratch the itch of most of us here
       | interested in this kind of game.
        
         | Ef996 wrote:
         | Hello, I am the creator of this road system. The thing is that
         | I myself don't even know what I want to do with it. lol. Maybe
         | an asset or a game (a bit scared to jump in a full fledge game
         | to be honest).
         | 
         | I am a fun of Junxions my self which follow closely. But the
         | approach in my system if very different. Junxions creator uses
         | the same kind of node base/bezier shapes paradigm where
         | intersections happen as node graphs and not automatically as
         | collisions between road segments. It's hard to explain but I am
         | planning to dive into more details on why those two approaches
         | are different in my next blog deep dive.
        
           | Lichtso wrote:
           | > The thing is that I myself don't even know what I want to
           | do with it.
           | 
           | Embrace the next challenge: Instead of roads on parabolic
           | (Euclidean) geometry, have roads on elliptic (non-Euclidean)
           | geometry, like the surface of a sphere. Plus, on a sphere
           | every line is already a circular arc anyway (no matter if
           | straight or bent, the difference is just the center, radius
           | and normals). Thus, this system of circular arc segments
           | really lends itself to such a space.
           | 
           | Little prince style micro planets with their own miniature
           | infrastructure will always have a special place in my heart.
           | Half a year ago I started with laying out the basics
           | https://github.com/Lichtso/bevy_ellipsoid_billboard
           | https://github.com/Lichtso/bevy_geodesic_grid but got
           | distracted by fixing some engine bugs in Bevy along the way.
           | That reminds me I have to update to the newest engine version
           | ...
           | 
           | anyway you can find some of the roads on spheres stuff here: 
           | https://github.com/Lichtso/bevy_geodesic_grid/blob/main/src/.
           | .. it can not only generate the extrusion mesh but also
           | calculate how the mesh overlaps with a geodesic grid of
           | triangular tiles on the surface.
        
             | Ef996 wrote:
             | Thanks for references! I initially considered bevy for this
             | but I was a bit scared it was not mature enough. How do you
             | find it now?
        
               | Lichtso wrote:
               | Really depends: In some areas it is quite advanced
               | (rendering) and in others it is lacking / underdeveloped
               | (editors / tooling). But there is an incredible amount of
               | progress and also churn in keeping up with that.
               | 
               | https://thisweekinbevy.com/ https://bevy.org/news/
        
             | murkt wrote:
             | Sounds pretty fun! Do you have any screenshots to show?
        
             | JamesTRexx wrote:
             | Go full science fiction and enable vertical or even upside-
             | down roads for a 3D experience. :-)
             | 
             | Imagine an environment where ground/walls/ceilings always
             | have gravity and one can build literal city mazes in
             | horizontal and vertical directions. All that traffic going
             | everywhere, oh my..
        
         | BrtByte wrote:
         | If someone just wants to zen out building perfect merges,
         | Junxions looks great. If someone wants to fight Bezier math
         | demons at 2am because offset curves keep exploding... this
         | article probably hits closer to home
        
       | jak6jak wrote:
       | Everyone is raving about this article. It feels so much like a
       | tease to me. Maybe I'm just impatient idk.
        
         | empiko wrote:
         | I'm with you. I hope that the other posts will also pop up
         | here.
        
       | Gare wrote:
       | > And they are also... a math nightmare. Differential geometry.
       | Integrals. Oh my... Which is probably why most games don't even
       | dare.
       | 
       | Wonder if cubic parabola (used by some railways, and visually
       | near indistinguishable from clothoid) has easier maths.
        
         | raphlinus wrote:
         | I don't agree that the clothoid is a math nightmare. One of the
         | central problems you have to solve for roads is the offset
         | curve. And a clothoid is extremely unusual in that its offset
         | curve has a clean analytic solution. This won't be the case for
         | the cubic parabola (which is really just a special case of the
         | cubic Bezier).
         | 
         | Sure, you have to have some facility with math to use
         | clothoids, but I think the only other curve that will actually
         | be _simpler_ is circular arcs.
        
           | Ef996 wrote:
           | I mean they are not a math nightmare per se if you're
           | comfortable with the theory. What I meant is that they become
           | comparatively complex to integrate into a system like this.
           | Think about arc length, compute intersections,
           | reparametrization, etc., and with clothoids that usually
           | means some complex numerical algorithms.
           | 
           | Using circular arcs or even simple third-degree polynomials
           | (like cubic parabolas) reduces many of those operations to
           | trivial O(1) function calls, which makes them much cheaper to
           | evaluate and manipulate procedurally, especially when you're
           | computing it 60 times per frame
        
             | masfuerte wrote:
             | You might be familiar with these, but GP wrote a couple of
             | excellent pieces on Euler spirals:
             | 
             | https://raphlinus.github.io/curves/2021/02/19/parallel-
             | curve...
             | 
             | https://levien.com/phd/euler_hist.pdf
        
         | Ef996 wrote:
         | Glad you mentioned it. Cubic parabolas were actually used by
         | eraly railway engineers as good approximations of clothoids
         | back when numerically solving a true euler spiral was a
         | daunting task.
         | 
         | They are visually very close because their curvature
         | increseases approximately linearly along the curve but not
         | exactly. Mathematically speaking if you wirte the cubic
         | parabola as something like y = kx^3, the second derivative
         | (which give the curvature) grows linearly with x which makes it
         | behave similary in gentle transitions.
         | 
         | The problem is that the second derivative is not enough alone
         | for having a true smooth curvature. The real curvature formula
         | has in the denominator the first derivative as well (slope)
         | making it not increase perfectly linearly along the curve.
         | (denominator becomes larger and larger as x incrases)
         | 
         | But yeah, cubic parabola is basaically a good enough
         | approximation. Might be a good solution for a system like this.
        
       | noduerme wrote:
       | Ahhh.. this is a writer after my own heart. Absolutely brilliant
       | write-up. I had the same obsession with roads, from SimCity
       | onward; they're the circulatory system of any city, and never in
       | the history of cities or the history of circulatory systems have
       | the vessels been straight lines. The streets of a European or
       | Asian village usually tell a story about how roads were built
       | over the fastest footpath from the outskirts to the center, then
       | over time amended to go around some buildings that were built in
       | the way. Whereas roads in rural parts where I come from run in
       | long straight lines and then suddenly swerve to get around a
       | piece of land that a farmer wouldn't sell. But grids only exist
       | in some parts of the few cities that were built mostly by
       | colonial powers, or developed later with master planning. And
       | even those grids usually split from their original orientation to
       | becoming north-south at some point in in the city's development,
       | leading to the interesting downtown triangle blocks of cities
       | like Portland, San Francisco, Los Angeles, Seattle, New York.
       | Other cities started to grid around their core footpath villages,
       | like Madrid, Barcelona.
       | 
       | The cities I find the most interesting (for roads) are the ones
       | which kept gridding out in new directions to follow the course of
       | a river. Cities like Buenos Aires, New Orleans, and Saigon, where
       | the original paths followed curves around the river bends,
       | resulting in multiple intersecting grids.
       | 
       | The intersections and division boulevards between grids are, of
       | course, the most beautiful and architecturally interesting parts
       | of any city. They are where the blocks are strangely shaped and
       | the buildings can't be rectangular, and usually where every inch
       | of land is at a premium as well. It would be nice if a city-
       | builder could simulate that aspect of urban growth: The shift
       | from village center to grid, and old grid to new grid.
        
         | Ef996 wrote:
         | Very happy reading this because I was always thinking exactly
         | the same about historical games. One of my turn offs for any
         | historical city building is when they are grid based. I always
         | found that to be highly unrealistic, but I yeah, was aware that
         | it was just some unneeded complexity and just my nerdy
         | nitpicks. The point you make would've actually been a strong
         | argument in my article. Too bad I didn't have the inspiration
         | to include it. The way historical cities developed in an
         | ordered yet intricate way without any central planning (same as
         | ant colonies) is actually very fascinating and I might write
         | about this at some point.
        
           | noduerme wrote:
           | Regarding modern roadways and viaducts that pass around
           | medieval city cores, it's fascinating how they can be seen
           | and still not seen. I tried to do this in Cities Skylines II
           | for awhile, building very narrow streets in "organic" city
           | centers with low-to-mid density, and then transitioning to a
           | new city grid around the old center. Finally, superimposing
           | highways and tunnels without destroying the original
           | historical core. There were some beautiful results, but the
           | traffic jams were astounding, even with limits on the city
           | center roads and highway exits. This is the way cities
           | actually grew, so to me it's much more interesting to
           | simulate than a "perfect" city built all at once. One thing
           | that was fun in SimCity 3000 was that certain technologies
           | didn't become available until you had a certain population. I
           | would almost wish that a city-builder now would allow you to
           | take that to the extreme: Spend 200 years with horse-drawn
           | carts before you can pave a road, and _then_ figure out what
           | to do with the mess. But more than anything: Oddly shaped
           | buildings that fit into oddly shaped lots, which are not
           | limited to hotdog stands.
        
             | Ef996 wrote:
             | Haha. I myself tried to play CS like that. Start with a
             | historical core. The thing is the way the game is
             | implemented buildings only have rectangular footprints
             | while in reality buildings occupy the spaces more
             | organically. I actually spent quite some time on google
             | maps trying to see what pattern historical buildings
             | followed to fill in spaces but couldn't get a definitive
             | answer. I drafted it at some point in sketchup. Here is the
             | result
             | 
             | https://imgur.com/a/procedurally-generated-buildings-that-
             | or...
        
       | orbit7 wrote:
       | Can relate the fascination with roads I use to like drawing them
       | loads as a kid. I find Satisfactory the most satisfying for
       | building transport systems (and building generally) your work
       | incorporated into a mod for that would be really cool.
        
         | Ef996 wrote:
         | I am a huge fan of satisfactory as well (probably no surprise
         | for anyone)
        
       | pmontra wrote:
       | The bit about the clothoid finally made me understand the odd
       | shape of highway junctions. I always wondered why they want me to
       | enter turns fast and then slow down progressively until the turn
       | becomes a new straight. Unfortunately sometimes that straight is
       | the highway, and they should give us plenty of space to build up
       | speed and match the traffic inside the highway. Sometimes they
       | do, sometimes they don't.
        
         | brnt wrote:
         | This is why I like Dutch road design, there's a legally
         | required minimum (I think it's 200m, but 300m is more common)
         | for onramps, and we are taught not to merge before you've
         | reached the maximum speed on the road you're merging too, so
         | that you cause minimal disturbance to the traffic currently
         | there. (Think like a zipper.)
         | 
         | I live near the border with Germany, and these guys are used to
         | short ramps and so just merge well below the speed other
         | traffic are going, expecting others to yield. (And many locals
         | also drive like that unfortunately.) So uncivilized.
        
       | Wistar wrote:
       | [Adds "clothoid" to vocabulary]
        
       | Arn_Thor wrote:
       | "Do 99% of city-builder players care what shape the corner radius
       | of the intersection has? Most likely, no."
       | 
       | Finally, I am part of the 1%!
        
         | BrtByte wrote:
         | Once you do care, there's no going back
        
       | rob74 wrote:
       | > _I think roads lie at the heart of every city builder. It's the
       | fabric on which cities are built._
       | 
       | To paraphrase the article, this is what urban planners have
       | nightmares about. _Roads_ (as in: things made for cars) aren 't
       | the fabric of a city, _streets_ (as in: things made not only for
       | cars, but also for pedestrians, cyclists, public transport etc.)
       | are. See also: https://en.wikipedia.org/wiki/Stroad
        
         | kqr wrote:
         | I had never considered there is a difference between the two
         | words, but Wikipedia backs it up:
         | 
         | > The word _street_ is still sometimes used informally as a
         | synonym for _road_ , but city residents and urban planners draw
         | a significant modern distinction: a road's main function is
         | _transportation_ , while streets facilitate _public
         | interaction_.
         | 
         | Even with this clarification, though, I think you unfairly
         | characterise the quote from the article. Modern society has an
         | insane demand for transportation. Roads - the medium on which
         | we transport things - are the fabric on which cities are built.
         | Not just inside the cities, but the vast network of roads
         | outside the city, that feed it.
         | 
         | Before the 1900s, we weren't able to build cities far from
         | water because of their demand for transportation. We can today,
         | and it is only because of roads we are able to do that.
        
           | trinari wrote:
           | I hope the water comes to the city through a pipe and not
           | with trucks on roads.
        
             | fenykep wrote:
             | I believe they have referred to the transportation
             | possibilities the water allows rather than the possibility
             | to transport water (which was possible at scale way
             | earlier)
        
               | direwolf20 wrote:
               | We finally have water-powered cars?
        
           | rob74 wrote:
           | Yeah, maybe I'm overly pedantic, but the author is also
           | overly pedantic about the curvatures of streets/roads in
           | games, so... :)
           | 
           | But, to continue with the pedantry: the Romans already built
           | cities far from (navigable) water. There have been roads
           | since antiquity, then since the mid 19th century it was first
           | the railways that made it easy to transport passengers and
           | goods over large distances. The current version of roads
           | being the main/only form of transportation only came about in
           | the 1950s.
        
           | spacedcowboy wrote:
           | I think American society is very much road-focussed, having
           | lived there for a couple of decades. I think UK (and European
           | in general) society is very much street-focussed.
           | 
           | A lot of that comes down to geography - the UK is a high-
           | density population compared to the USA but the impact on our
           | lives is significant. In the US, I would drive everywhere.
           | Literally everywhere - to the shops, to the library, to the
           | beach, everywhere. Yesterday I took my son to his archery
           | practice, we walked along the coast road for about 20
           | minutes, and picked up a "Mr Whippy" 99er ice-cream (yes,
           | even in the cold weather) along the walk back. It was
           | pleasant, and healthier.
        
             | direwolf20 wrote:
             | USA cities are low density _because_ they are road-focused
        
               | retired wrote:
               | The United States emerged during a period of abundant
               | frontier land, which normalized the idea that ordinary
               | people could own large, independent plots. This
               | contrasted sharply with Europe's older, land-constrained
               | settlement patterns. That early culture of space and
               | ownership later interacted with industrialization, the
               | automobile, and government policy to produce the low-
               | density development that characterizes much of the U.S.
               | today.
        
               | gwbas1c wrote:
               | When you go into the Northeast, a lot of narrower roads
               | were planned for slow-moving horse-drawn carts.
        
               | hollerith wrote:
               | Horse-drawn carts are not any narrower than cars are, and
               | many place (e.g., the Marina District of San Francisco)
               | designed in the horse era have very wide streets.
        
               | gwbas1c wrote:
               | Pretty much any car that's bigger than a subcompact is
               | wider than a horse drawn cart.
        
               | rzwitserloot wrote:
               | The vast, _vast_ majority of such infrastructure was turn
               | down in the 60s to make way for the almighty automobile.
               | 
               | The number of places in the north american continent that
               | retain their street focused infrastructure is pretty much
               | countable on one hand, and most of that is being terribly
               | managed.
        
               | exhumet wrote:
               | Exactly go Worcester, Providence and Boston and be in awe
               | at how fucking horrendous the maze is.
        
               | bakies wrote:
               | Boston is only horrendous in a car. Walking around and
               | taking public transit in Boston is very nice. OTOH
               | Providence feels like it's designed for cars, much easier
               | to drive there but always need the car around and their
               | highways and roads are terrible. There's a ton of highway
               | to split the city. Worcester is less highway constricted
               | but still definitely need a car to get around and I still
               | can't figure my way around.
        
               | dayjaby wrote:
               | Another interesting fact about plot sizes in Europe: You
               | can see within an area which kind of inheritance law was
               | in place: If farming plots are large, usually the oldest
               | son inherited everything. If they are small, they were
               | evenly distributed.
               | 
               | Source: https://www.sciencedirect.com/science/article/pii
               | /S026483772...
        
             | NoboruWataya wrote:
             | This may be true, but I think the points made in the
             | comment you are responding to are nevertheless true for UK
             | and European cities as well. Roads have been a fundamental
             | part of the development of modern towns and cities
             | throughout the Western world.
        
           | fastasucan wrote:
           | >Modern society has an insane demand for transportation.
           | Roads - the medium on which we transport things
           | 
           | Why do you say it like roads are the only option? Its even
           | far from the most effective option. You mean rails?
        
             | retired wrote:
             | Railroads are roads.
        
               | spacechild1 wrote:
               | Only by name.
        
             | red-iron-pine wrote:
             | rail-roads
             | 
             | is in the name mon ami
        
               | spacechild1 wrote:
               | Not in other languages. In German, for example, it would
               | very weird to think of railroads
               | (Bahn/Eisenbahn/Bahnstrecke) as roads (Strassen). Would
               | you also claim that a hedgehog is a pig?
        
               | BobaFloutist wrote:
               | But autobahn is a road, no?
        
           | troupo wrote:
           | > Modern society has an insane demand for transportation.
           | Roads - the medium on which we transport things - are the
           | fabric on which cities are built. Not just inside the cities,
           | but the vast network of roads outside the city, that feed it.
           | 
           | This is a very American point of view IMO.
           | 
           | Cities are built on streets first and foremost. Otherwise you
           | end up with strip malls separated by endless swaths of car
           | parks.
           | 
           | As for transportation, we have to separate cargo from people,
           | and inner city from inter-city.
           | 
           | For people inside the city you have multi-modal transport
           | options. Walking, biking, busses, trams, subways, commuter
           | trains, taxis, individual cars, ferries.
           | 
           | For intercity people you have trains, planes, boats, busses,
           | individual cars.
           | 
           | Most inner city cargo can be handled by smaller trucks going
           | from warehouses to specific places in the city. And for
           | smaller cargo like mail I've even seen small scooters and
           | cargo bikes.
           | 
           | For inter-city you once again have multi-modal transport
           | (depending on the city). Trucks, rail, cargo planes, boats.
           | 
           | Even the US was built on railways, not on roads. Roads are
           | the "backbone of cities" only if you make them one, as the US
           | has done
        
           | bluGill wrote:
           | Slight correction: It was the 1830s when the railroad arrived
           | that we started to be able to build cities far from navigable
           | water. (navigable is important - if your water can only
           | support small boats your city will be smaller than if it can
           | support large ships). Trucks in the 1900s allow the same
           | thing, and have enough advantages that we would use them for
           | smaller cities, but large cities are still going to get rail
           | transportation. And water transport is still powerful enough
           | that the largest cities still likely need it even though it
           | isn't a strict requirement.
        
           | S3verin wrote:
           | Roads are important for a good transportation infrastructure.
           | However, cities in north america are overreliant on them. In
           | European cities public transit is also important and in my
           | opinion even more important than roads. Cars are not useful
           | in cities compared to public transit / bikes / walking if the
           | city is designed for humans and not cars. ( and yes, you
           | still need roads for delivery and people who sometimes have
           | to transport heavy things).
        
             | bluGill wrote:
             | There is a lot more than people to move around a city.
             | Transit is more visible and yes europe does well there -
             | but freight is less visible and europe isn't doing as well
             | there.
        
           | cogman10 wrote:
           | > Before the 1900s, we weren't able to build cities far from
           | water because of their demand for transportation.
           | 
           | Incorrect.
           | 
           | In the 1800s the train took off as a primary form of
           | transportation. By 1869, we'd completed the first
           | intercontinental railway in the US which ultimately opened up
           | the economy between the east and west.
           | 
           | Sears flourished as a company because of the train.
           | 
           | It wasn't roads which ultimately opened up mass transport, it
           | was rail. It wasn't until the 1950s that rail was ultimately
           | de-prioritized and roads were prioritized.
        
         | flomo wrote:
         | I will just say the _Streets of San Francisco_ were almost all
         | built by civil engineering principles, even those from the 19th
         | century. If you want some sim SF or NYC, this guy is on the
         | right track by not having fakey roads.
        
         | Ef996 wrote:
         | Yep, good point. I am myself a huge fan of livable oriented
         | infrastructure (bike lanes, pedestrian paths, public
         | transportation) but the hard truth is that roads were initially
         | designed for carriages and later for cars. A though I
         | recurrently have is how would a city designed from scratch by a
         | civilization that uses only bikes and walking look like?
        
           | vladms wrote:
           | Why should you use only bikes and walking? Cars/trucks have a
           | role to play, it's just not the most efficient to move the
           | majority of the people from one point to another. Simple
           | examples: ambulances, firefighters, police, cranes.
        
             | Ef996 wrote:
             | True. I mostly meant not personal vehicles, so jut buses,
             | trams etc. I supposed emergency services will use those
             | dedicated lanes. or maybe civilization is so advanced those
             | will be served via flying only. Idk just since fiction
             | thinking.
        
         | wongarsu wrote:
         | The same insights still hold true for streets and paths. Of
         | course a single human or even bicycle can move with fewer
         | constraints than a car, but a stream of humans won't. When we
         | design pedestrian infrastructure with sharp corners people
         | either cut through on the inside, creating desire paths on
         | unpaved surface, or the inside section that lies on the paved
         | path but outside the circle-section-path becomes a low-traffic
         | zone, a place where people sit down or put up food carts or
         | whatever
         | 
         | In remembering that cities are not roads alone, but also
         | streets, paths and tracks, there is a lot of potential for this
         | approach to building all of them
        
         | BrtByte wrote:
         | Urban planners lose sleep over stroads for very good reasons
         | but from a simulation and tooling perspective, streets still
         | need a shared geometric backbone
        
           | laci37 wrote:
           | I don't think that much is shared between streets and roads.
           | Roads need all the details about curvature in the article so
           | car traffic flows efficiently. Compare that to the beautiful
           | but narrow streets of a Mediterranean town. Buildings are
           | rarely parallel, angles are odd, but everything is on a human
           | scale, and it just feels good to walk around.
        
       | voodooEntity wrote:
       | Always thought some streets in city builders just are a bit
       | tooooo off :D
       | 
       | Very nice article - good read !
        
       | spacedcowboy wrote:
       | Bezier curves - specifically for things like roads where you want
       | a single definition of the road/path and an extended image that
       | obeys that path, turning it into a pair of offset-beziers aren't
       | the easiest thing to work with. They collapse to a visually
       | unattractive solution at extreme boundary conditions (such as a
       | tight turn)
       | 
       | You can see it in one of his examples where the bezier curve has
       | an inflexion point which crosses over itself on a sharp bend. I
       | ran into this while writing Azoth [1] last year, when wanting to
       | be able to overlay paths with blending into the background at the
       | sides, and curving around existing features on a game map. To
       | solve the problem, I simplified it, and there's an (animated)
       | example of how I got it working here [2]
       | 
       | [1] https://github.com/ThrudTheBarbarian/Azoth
       | 
       | [2]
       | https://github.com/ThrudTheBarbarian/Azoth/blob/main/Documen...
        
       | sam_lowry_ wrote:
       | At some point I Google Maps was using Bezier curves for roads,
       | but then they started approximating even roundabouts with
       | polylines, and this looks unbelievably clunky.
       | 
       | Some manager at Google should have gotten an appraisal for
       | removing proper curves from Maps, because... who cares, they do
       | not need them on US streets.
        
       | ChicagoDave wrote:
       | Now imagine a city where there is no human driven transport:
       | pedestrians, bicyclists, and automated vehicles exist in
       | different constructs above and below ground and never cross each
       | other's path completely negating the inherent risks. No roads. No
       | parking. Just fluid, cohesive movement.
        
       | xixixao wrote:
       | I've been kinda obsessed with getting clothoids to work in a
       | railway track editor. It's easy enough to build out of clothoids
       | into empty space, but connecting tracks is where it gets really
       | hard.
       | 
       | For now all I have to share is this explainer I made some years
       | ago: https://xixixao.github.io/euler-spiral-explanation/
        
         | Ef996 wrote:
         | Wow, that's a really detailed deep dive, saved it for a read
         | later. I didn't even realize clothoids are also tricky to
         | connect. I never really dared to jump into actually
         | implementing them myself.
        
         | noduerme wrote:
         | Super dumb question but if you have one railway line on the
         | left splitting into two on the right: if you extended the
         | clothoids of the two back to the left past the junction, would
         | their wave patterns intersect each other again? What happens if
         | you take the further left cross intersections and then split to
         | the right from there along bezier curves to two points matching
         | the x+ of the original intersection and an arbitrary y-/y+
         | where the further-back (left) waves intersected? Purely
         | spitballing but is there a way you could use the previous two
         | points where the ripples crossed before the point of the
         | junction, and interpolate splines from there?
         | 
         | Bad/quick visual: https://pasteboard.co/5QgDdTVVSm1I.png
        
       | interloxia wrote:
       | In my next game, Canalpunk, I'm planning to keep with bezier
       | splines. The self intersection of the paths will make the
       | disaster system more interesting.
        
       | e2319685 wrote:
       | Daniel
        
       | vanaur wrote:
       | One may also be interested in Egregoria
       | (https://github.com/Uriopass/Egregoria). This is a 3D city
       | builder written in Rust, with particular attention to roads. I
       | have never used the project (because it would not be useful for
       | what I usually do), but I have been following its development at
       | the beginning and I think it is quite cool stuff.
        
       | cookiengineer wrote:
       | As a German, pretty much all of the intersections shown in the
       | article trigger me quite a bit. In Germany, there's a
       | standardized Autobahnkreuz [1] most of the time. If it's a
       | construction site or an incompleted Autobahn intersection, it's
       | usually called Autobahndreieck (and not -kreuz) on the signs.
       | 
       | This way, all drivers can already sort themselves onto the
       | matching lanes without even having seen the signs yet.
       | 
       | The standardized Autobahnkreuz also has always identical ways to
       | change directions, where the left lane leaving the highway is
       | made for change in opposite direction or for turnarounds. So if
       | you took the wrong exit, you can always save yourself by just
       | driving that lane 3 times across the bridge.
       | 
       | If the traffic increases over time, usually the right exit lanes
       | are doubled and that fixes the problem.
       | 
       | Rarely though there's different setups like around the A61 and
       | A67 where the traffic around and towards Frankfurt city / airport
       | is too huge for that system.
       | 
       | [1] https://de.wikipedia.org/wiki/Autobahnkreuz
        
         | lstodd wrote:
         | MKAD, the 101km circle road around Moscow had almost
         | exclusively this style of intersections up until 2010s, when
         | congestion got absolutely unbearable. Then all of them got
         | rebuilt, typically adding overhead ramps, tunnels, and crazy-
         | long but separate right lines, and by now it's almost
         | impossible to navigate w/o gps navigator (which gets jammed
         | often). Also forget about easily changing direction.
         | 
         | Results can be seen on f.ex
         | https://www.openstreetmap.org/#map=16/55.88242/37.72732
        
           | cookiengineer wrote:
           | Damn, this is pretty interesting that they had to add the
           | additional bridges.
           | 
           | Does that imply that the merge of two lanes is still too
           | costly?
           | 
           | Also it seems the lane from south east to south west is
           | missing :D it's somehow routed via north first and then goes
           | around the circle.
        
             | lstodd wrote:
             | > Does that imply that the merge of two lanes is still too
             | costly?
             | 
             | Yes.
             | 
             | This one
             | https://www.openstreetmap.org/#map=16/55.88495/37.47959 was
             | built from scratch not very long ago. Notice how
             | merges/splits are spread as far as possible.
        
       | Notatheist wrote:
       | In my early days someone told me generating roads is a non-
       | trivial problem and I thought that was bollocks so I spent 4
       | months smashing my head against a wall to prove them wrong!
       | 
       | >A clothoid gradually increases curvature over distance.
       | 
       | This seems complete overkill? I remember smoothing between
       | tangents of two circles to mostly solve roundabouts. I had to
       | cheat for 3+ lane roundabouts but it worked for any semi-
       | realistic road.
       | 
       | >Just simple rules stacking on each other that result in
       | beautiful patterns. I can't explain why, but seeing those
       | structures always felt good.
       | 
       | I think in 2026 it's safe to blame your autism. I do. Nobody
       | likes Factorio because it's a good game. We're here for the lines
       | and grids.
        
       | austin-cheney wrote:
       | I have never seen a Texas style mixmaster, or stack exchange, in
       | a game. Here is an irregular example:
       | 
       | https://en.wikipedia.org/wiki/Spaghetti_Junction
        
         | pixl97 wrote:
         | I think one of the reasons is space. Games tend to pack things
         | in a pretty dense interface, quite often because it seems more
         | exciting that way, and keeps the map size reasonable.
         | 
         | These things are absolutely huge pieces of infrastructure that
         | can take the space of dozens to hundreds of buildings.
        
       | BrtByte wrote:
       | Nope, most players won't consciously care but systems built on
       | the right constraints tend to feel right even when you don't know
       | why
        
         | lloeki wrote:
         | "if it looks good, it flies good" (or s/good/right/g) is an old
         | aviation adage about aircraft
         | 
         | https://m.youtube.com/watch?v=PG4gr0Q4904
        
       | Ahnonimus wrote:
       | Minecraft
        
       | ramonga wrote:
       | If you liked this you'll love playing mini motorways (available
       | in many platforms including mobile/ipad)
        
       | curiousObject wrote:
       | This is interesting, I look forward to reading more. But I think
       | it's wrong, if you want to represent reality.
       | 
       | Real cities were all built in the past, for older vehicles, which
       | moved at different speeds, and were controlled by drivers with
       | different goals from today's drivers.
       | 
       | So, if your game has bad and unsafe road designs, which have been
       | partly retrofitted to reduce the worst problems, _then that is
       | accurate_.
       | 
       | A game with optimal roads is not an accurate simulation of
       | reality.
       | 
       | A professional modern road designer will simulate the expected
       | movement of vehicles through a new or redesigned road, to try to
       | discover major problems.
       | 
       | They look for problems with turning radius, visibility, stopping
       | distances, and interactions with other road users.
       | 
       | I believe that a game designer could offer to do the same.
       | 
       | The game could draw a good algorithmic road shape first. But next
       | offer the player an option to run a simulation of individual
       | traffic movements, to discover serious issues, and let the player
       | know about problems.
       | 
       | To the OP, I suggest this simulation approach, not trying to
       | discover flawless algorithms. That's not how it happens in the
       | real world.
       | 
       | Several comments have suggested similar issues.
        
         | nkrisc wrote:
         | That sounds more like a traffic simulation tool rather than a
         | game.
        
           | pixl97 wrote:
           | Simulation games are very popular these days.
        
       | tgtweak wrote:
       | Cool - now make it into a mod for cities skyline :)
        
       | JKCalhoun wrote:
       | Love these deep dives--perfect HN fodder. Add to that articles
       | like this also on the front page today: "Algorithmically Finding
       | the Longest Line of Sight on Earth," "Tesselation Kit"...
       | 
       | HN, keep being HN! We love you.
        
       | devnullbrain wrote:
       | >You see, the shapes of roads in real life come from an
       | underlying essential fact: the wheel axles of a vehicle. No
       | matter how you drive a car, the distance between the left and
       | right wheels remains constant. You can notice this in tyre tracks
       | in snow or sand. _Two perfectly parallel paths_ , always the same
       | distance apart _maintaining a consistent curved shape_.
       | 
       | Emphasis mine - that's not really true
       | 
       | - Cars have differentials, so the wheel speed can differ between
       | wheels
       | 
       | - Steering geometry isn't parallel! The tyres turn a different
       | amount when you turn the wheel
       | 
       | - Unless you're going in a straight line, cars don't go where the
       | tyres point! Tyres 'pull' the car towards their slip angle
       | 
       | What you will actually see in tracks in snow or sand is non-
       | parallel tracks, describing curves of different radii. You can
       | also see this in racetracks, where the path more closely
       | resembles the limits of car physics without care for passenger
       | comfort or tyre wear. The example 'fail' image looks not
       | dissimilar from a hairpin turn.
        
         | iggldiggl wrote:
         | See https://www.thecontactpatch.com/ for some interesting
         | reading material related to that.
        
         | JackFr wrote:
         | Railroad cars don't have differentials and travel on parallel
         | tracks. How?
         | 
         | https://www.reddit.com/r/Skookum/comments/47sbri/richard_fey...
        
           | pixl97 wrote:
           | For those that don't read the link, by having conical wheels.
        
         | Ef996 wrote:
         | Author here: i agree the article oversimplified here and in
         | practice vehicle tracks can sometimes be non concentric. But it
         | has nothing to do with differentials. Differentials just allow
         | wheels to rotate at different speeds (as perimeter of a smaller
         | radius circle is smaller the outer one). Non parallelism
         | usually comes from the Ackerman steering or slipping. But rear
         | tracks of a vehicle going slowly through sand will always be
         | concentric. Parallelism is important for engineers because it
         | also allows multiple vehicles to go in parallel on a multi lane
         | road. You can see how that is failing with bezier paths in the
         | CS2 ss in the article. Also hairpin turns are usually designed
         | with arcs in mind as well
        
       | frou_dh wrote:
       | In 3D games, something that's key for roads to look/feel
       | realistic is to have small amounts of banking here and there all
       | over the place - as opposed to just having a crude categorisation
       | where there are flat roads on one hand and ramps on the other.
       | 
       | If you don't do that then large parts of the game world end up
       | seeming like ice rinks with roads painted on them.
        
       | dandellion wrote:
       | Not just roads! I made a small train game for a game jam, and I
       | used splines for the tracks to get them done quickly. It did the
       | job, but they looked wrong to me. So I revisited it a few weeks
       | later and looked into arcs and clothoids as well. I replaced the
       | splines with some basic code using arc and the result looked so
       | much better.
        
       | adamrezich wrote:
       | Very disappointed that this article ends just before it starts to
       | get into anything concrete and interesting--I'm working on
       | solving (a simplified subset of) very similar problems for a game
       | I'm working on, and would love to learn more about the author's
       | approach!
        
       | pixl97 wrote:
       | >Does everything I just rambled about matter? Do 99% of city-
       | builder players care what shape the corner radius of the
       | intersection has? Most likely, no. Then why bother?
       | 
       | To me, yes, then again I may end up with a basement full of model
       | trains when I'm old.
       | 
       | Still annoys me to no end when the game model builds something
       | unrealistic and would be an absolute traffic nightmare in the
       | real world.
        
       | jet98 wrote:
       | Streets ahead
        
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