[HN Gopher] The simple geometry behind any road
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       The simple geometry behind any road
        
       Author : azhenley
       Score  : 117 points
       Date   : 2026-04-16 03:09 UTC (2 days ago)
        
 (HTM) web link (sandboxspirit.com)
 (TXT) w3m dump (sandboxspirit.com)
        
       | jstanley wrote:
       | You're missing one very important type of curve: a clothoid (or
       | "Euler spiral") is a curve of continuously-varying radius, these
       | are encountered on roads very frequently. And especially on race
       | circuits.
       | 
       | A clothoid is used to connect two lines the same way your fillet
       | is, except instead of just 1 radius it has a radius configured
       | for each end and smoothly changes in between.
       | 
       | https://en.wikipedia.org/wiki/Euler_spiral
       | 
       | They are also used in railways, because on a railway you don't
       | have the freedom of moving the car's position across the road, so
       | a transition from a straight track to a constant radius would
       | imply an instantaneous step change in centrifugal force, or
       | infinite jerk. Using a clothoid to smooth the change between the
       | straight track and the constant-radius turn means the lateral
       | acceleration increases smoothly instead of instantaneously.
        
         | trelbutate wrote:
         | I was also confused about that because they did mention
         | clothoids in their first post:
         | https://sandboxspirit.com/blog/art-of-roads-in-games
         | 
         | Although re-reading that it seems they just don't want to deal
         | with the math involved
        
           | ajs1998 wrote:
           | :( but the math is fun And they went through all this effort
           | anyways, and to blog about it.
        
         | amelius wrote:
         | Here's a nice article on it:
         | 
         | https://www.dgp.toronto.edu/~mccrae/projects/clothoid/sbim20...
        
         | Ef996 wrote:
         | Author here. Engineers use clothoids as the primary geometry
         | for high-speed roads by offsetting a centerline clothoid.
         | However, the offset of a clothoid is not itself a clothoid, so
         | the left and right edges are not mathematically clothoids.
         | 
         | A clothoid is simply a mathematically ideal way to achieve
         | continuously increasing curvature along a path. In practice, it
         | can be approximated by chaining multiple circular arcs with
         | decreasing radii.
        
       | dilberx wrote:
       | many are yet to catchup
        
       | red_admiral wrote:
       | And then you have various types of hairpin bend where you
       | actually vary the width of the lanes with the radius:
       | https://www.google.com/maps/@46.8360535,9.6369913,68m
        
       | 21asdffdsa12 wrote:
       | Expected it to at least mention the slant imposed on any road
       | surface so water does not pool. Disappointed to tears and thus
       | salt-water-aquaplaning in all games build upon this.
        
       | lencastre wrote:
       | vehicular speed is very important as a consideration in any road
       | curvature, as well as "pitch and yaw" when changing slope and
       | direction at speed, so... simple it is not, and if we are mostly
       | "offsetting" straight lines and arcs, we are doing it wrong
        
       | kalmar wrote:
       | The care taken here to achieve aesthetically pleasing results
       | reminds me of this post about creating nice transit maps in the
       | Transit App: https://blog.transitapp.com/how-we-built-the-worlds-
       | pretties...
        
       | OgsyedIE wrote:
       | The wikipedia page on some of the considerations is a good
       | introduction on where the real world goes beyond this:
       | 
       | https://en.wikipedia.org/wiki/Geometric_design_of_roads
       | 
       | It's tempting to think that the cross-section geometry of a road
       | only applies in three dimensions and can be elided for 2D
       | overheads, but the parabolas that smoothly connect straights and
       | curves in the overhead perspective are often subtly warped to
       | permit any requirements of cant and superelevation.
        
       | srean wrote:
       | I recall reading that Markov (of Markov chain fame) had also
       | worked on transition curves for railway tracks. I have tried and
       | failed to track down any references, or even recall where exactly
       | I read this.
       | 
       | If any HN folks have pointers, would love that.
        
       | pvillano wrote:
       | I think this comment section would be a good place to ask for
       | help with a related problem.
       | 
       | I want to design a "smooth" closed path that fits in a square, as
       | long as I can make it. It needs to smooth in such a way that a
       | constant velocity can be maintained subject to limits on
       | acceleration and jerk. The point is to develop a test for maximum
       | flow rate on a filament 3D printer without the motion system ever
       | slowing the tool-head down. (In reality, the standard smoothed
       | "E" shape is good enough. This is more of an exercise.)
       | 
       | I know roads are designed to limit acceleration and jerk, and
       | someone knowledgeable about road design would know about finding
       | curves with constraints on acceleration and jerk.
       | 
       | Do you know any free tools or resources on theory that I could
       | use?
        
       | nkrisc wrote:
       | I skimmed some parts I was already familiar with so maybe I
       | missed a mention, but the issue with transitioning from straight
       | to circular arc like this is you get an (theoretically)
       | instantaneous change in lateral forces on the vehicle at the
       | transition point.
       | 
       | Obviously it's much less of a problem in a game, but it can look
       | strange if you've implemented animations that make vehicles lean
       | when going around curves or are limiting vehicle speeds based on
       | those computed lateral forces.
       | 
       | In a game at least, there's lots of simple ways to work around
       | the issue (just use some kind of fake, arbitrary smoothing on
       | changes in lateral forces).
       | 
       | In a real road, it would likely not feel good and probably would
       | cause issues.
        
       | the_arun wrote:
       | Roads need to be in 3D, right? I mean for turning elevation on
       | the edges matter. Are you covering them in your next post?
        
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