Joe Theis | Wishlist Infiniwar
banner
joetheis.bsky.social
Joe Theis | Wishlist Infiniwar
@joetheis.bsky.social
Software engineer, gamedev, making http://infiniwar.com, devlog here https://www.youtube.com/@joetheis
It definitely wasn't steam traffic (over roughly the same period), which is noisy but mostly flat. So I assume something external?
August 2, 2025 at 1:36 AM
Suddenly got a spike of over 20-50x my usual wishlists in the past 2 days and I have no idea why. I didn't do anything. Anyone know where this might be from?
August 2, 2025 at 1:36 AM
This is a very safe bridge and I definitely know what I'm doing. Yessir.
May 25, 2025 at 3:56 AM
(Showing wireframe) I initially made the system with 10m squares as the basis, but that way to big for realistically scaled roads. 5m squares is better. But I may use 10m for runways and <5m for paths and such.
May 25, 2025 at 1:31 AM
Meant to do this sooner but at least it was easy to add. Spline-based networks like Roads can now have variable width geometry.
May 25, 2025 at 1:18 AM
That's a thicc intersection right there.
May 4, 2025 at 7:21 AM
Vert visualizer coming in handy again as I work to make these intersections thicc.
May 4, 2025 at 6:35 AM
Procedural crosswalks (no textures!) The stripe interval is unintentionally related to the width of the road, but I kinda don't mind it TBH. What do you think?
May 4, 2025 at 4:31 AM
Procedural intersection progress. Lots left to do though. Still need to add the side "skirts" to match the roads, use more internal verts for terrain conforming, and figure out what the heck to do about the vertex coloring.
May 4, 2025 at 2:51 AM
More glorious programmer art. Reminds me of a spider web. 🕸️
May 1, 2025 at 7:36 AM
An important breakthrough in the procedural road tech!
May 1, 2025 at 7:33 AM
Wish I had it back when I started on procedural buildings. It would have saved so many headaches! At least I will have it in the future when I improve them.
April 29, 2025 at 7:33 AM
I've actually had this for a while, but I finally figured out how to turn it into a standalone script today. This means I can easily attach it to any object with a mesh, like even this built-in unity sphere. But it's mainly useful for procedural meshes.
April 29, 2025 at 7:32 AM
Procedural mesh debugging tech I've been using. It's very easy to lose track of vert or tri indexes in complex meshes, breaking in incomprehensible ways. This tool has saved me so much time, scrubbing through the mesh to find the exact point where it's breaking.
April 29, 2025 at 7:30 AM
Going to need some additional tessellation to make them terrain conforming like the splines though. Alternatively I could force terrain under intersections to always be flat, but that seems less flexible, and I think it should be doable.
April 26, 2025 at 11:37 PM
Works with different sizes of roads too.
April 26, 2025 at 11:34 PM
Some progress on procedural intersection geometry. Properly sorting the incoming/outgoing segments, allowing the neighbor connection tris. Center sphere in increasing size to check ordering. Small white spheres on the edge of each road to check left vs right consistency.
April 26, 2025 at 11:32 PM
Also look at this majestic artwork.
April 24, 2025 at 7:28 AM
Some progress on figuring out how to approach procedural intersections.
April 24, 2025 at 7:26 AM
Ok that was faster than expected (obviously the intersection itself is going to need a lot of special work, especially to reconcile different types of connecting segments).
April 22, 2025 at 7:20 AM
It doesn't look like much yet, but good things start small.
April 22, 2025 at 7:09 AM
Working on spawning in buildings along roads, using my existing procedural building code. Exciting to see a little neighborhood just pop up out of nowhere! (Next I need some kind of generation stability so I'm not regenerating buildings every frame of editing!)
April 21, 2025 at 6:50 AM
Kind of fun to watch the road/bridges/props live update in the editor.
April 20, 2025 at 6:47 AM
How it Started ... How it's Going

Video link 👇
April 13, 2025 at 9:25 PM
Runtime-procedural terrain conforming circular roads are working! I guess next up is Bezier/splines?
April 6, 2025 at 1:41 AM