Joe Theis | Wishlist Infiniwar
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joetheis.bsky.social
Joe Theis | Wishlist Infiniwar
@joetheis.bsky.social
Software engineer, gamedev, making http://infiniwar.com, devlog here https://www.youtube.com/@joetheis
Mystery solved. Thanks @gigatank3000.bsky.social for the tip!
August 2, 2025 at 3:16 AM
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
(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
Ish 😅
May 3, 2025 at 9:27 PM
More glorious programmer art. Reminds me of a spider web. 🕸️
May 1, 2025 at 7:36 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
I haven't done the lane extension/intersection yet, but I did get my sorting issue figured out to correctly determine neighbors.

bsky.app/profile/joet...
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 11:39 PM
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
Ahhhh! Love this write up, thank you! This is similar to what I was already doing, but the extending the lanes beyond the intersection idea was not on my radar yet. I will definitely give it a shot and let you know how it goes.
April 26, 2025 at 10:49 PM
As for the UVs, I'm not actually sampling a texture there. It's vertex colors as data channels, and a shader to turn them into road markings/curbs etc. Theory is that I can use it to procedurally alter the markings in code. No idea if this is smart but I'm trying it (allergic to textures I guess)!
April 26, 2025 at 4:47 AM