visual overload
noun
A state of being overwhelmed by too much visual information, leading to difficulty in processing or focusing.
#gamedev | #indiedev
@chunkdev.bsky.social
Building ChunkCity - an Infinite City Builder for PC & mobile π»π±. No engine, built with #Kotlin and #libGDX
visual overload
noun
A state of being overwhelmed by too much visual information, leading to difficulty in processing or focusing.
#gamedev | #indiedev
DIY PSU? Take care!
04.08.2025 13:57 β π 1 π 0 π¬ 1 π 0Some debug view for road usage and chunk RCI density.
#gamedev | #indiedev
Setting priorities right can be hard, I know that too well. Gameplay should come first.
31.07.2025 13:24 β π 0 π 0 π¬ 1 π 0This escalated quickly
29.07.2025 20:10 β π 1 π 0 π¬ 0 π 0Now this looks fun!
28.07.2025 20:46 β π 1 π 0 π¬ 0 π 0Nice, spent some minutes trying to find differences like in these "find the differences" images
28.07.2025 17:08 β π 1 π 0 π¬ 0 π 0I opened Unity to test some old projects. Somehow they got broken. Luckily I don't care π€·ββοΈ
28.07.2025 17:06 β π 2 π 0 π¬ 0 π 0I mean like the last video that you've posted
28.07.2025 17:02 β π 0 π 0 π¬ 1 π 0looks like the last clip, but anyway, having different lighting materials is always a good idea
28.07.2025 15:28 β π 1 π 0 π¬ 1 π 0cannot link it often enough
26.07.2025 19:20 β π 1 π 0 π¬ 0 π 0Yes, probably. The path along the intersection is calculated using a bezier curve so adjusting it dependent on the car is an option.
26.07.2025 08:57 β π 2 π 0 π¬ 1 π 0The simulation works on an arbitrary road graphs. So the main task was to incorporate the y axis for positions and velocities. The video shows how failing on that looks like.
25.07.2025 18:24 β π 0 π 0 π¬ 0 π 0Originally I moved the cars by pinning the front and back to the path. It worked but looked like moving on rails.
The solution: Pin the front wheel's center position to the path and use the Kinematic Bicycle Model to update the rear: thomasfermi.github.io/Algorithms-f...
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Integrated the 2D traffic simulation into the 3D world. Got it working on first try.
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Some people's only goal in life is to make other people's life more miserable
24.07.2025 08:01 β π 3 π 0 π¬ 0 π 0It's CPU, and unless we crank up the car count by some zeros it does a good job. Compute shader compatibility of mobile is still meh so I didn't consider porting it. In the game car counts will be much lower anyway.
23.07.2025 07:46 β π 1 π 0 π¬ 0 π 0Me too, but the laptop doesn't even have fans
23.07.2025 07:39 β π 0 π 0 π¬ 0 π 0Added some car state visualization for debugging.
There are 10,000 cars in a simulation area of 10kmΒ² β 4miΒ²
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Always stress testing individual parts before integrating them
21.07.2025 20:40 β π 6 π 0 π¬ 0 π 0Added some simple car-to-car interaction and traffic lights
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Yeah, not sure if I want to follow that route (no pun intended)
20.07.2025 10:21 β π 0 π 0 π¬ 0 π 0All cars spawn randomly but with the same target location.
The catch: Each car can only query roads nearby so only partial A* calculations are possible. I do this to simulate a chunked world where chunks can be missing at spawn time. As a result it may produce suboptimal paths
#gamedev | #indiedev
But think about the properties of an apple and how it relates to fruits and dogs. That was how programming was introduced to me at university. Admittedly, not exactly sane.
19.07.2025 07:56 β π 2 π 0 π¬ 0 π 0Just started to read his blog posts from 10 years ago, and yeah, the OOP bad mantra has always been there π I think he's right about the part that you shouldn't try to put everything into objects just because OOP.
19.07.2025 07:46 β π 1 π 0 π¬ 1 π 0It may or may not in the future :P
18.07.2025 18:35 β π 0 π 0 π¬ 0 π 0Exactly, here they drive along the road randomly. Next goals are path calculations and car to car interaction.
18.07.2025 18:35 β π 2 π 0 π¬ 0 π 0Sometimes it's surprisingly useful to work on an aspect of the game isolated from the rest of the world. Here, have some traffic simulation.
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Such a beauty
12.07.2025 09:04 β π 1 π 0 π¬ 0 π 0I like windows xp
20.06.2025 13:23 β π 1 π 0 π¬ 0 π 0