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ChunkDev πŸ¦‹

@chunkdev.bsky.social

Building ChunkCity - an Infinite City Builder for PC & mobile πŸ’»πŸ“±. No engine, built with #Kotlin and #libGDX

356 Followers  |  219 Following  |  531 Posts  |  Joined: 18.10.2024  |  2.1674

Latest posts by chunkdev.bsky.social on Bluesky

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visual overload
noun

A state of being overwhelmed by too much visual information, leading to difficulty in processing or focusing.

#gamedev | #indiedev

05.08.2025 17:02 β€” πŸ‘ 19    πŸ” 3    πŸ’¬ 1    πŸ“Œ 0

DIY PSU? Take care!

04.08.2025 13:57 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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Some debug view for road usage and chunk RCI density.

#gamedev | #indiedev

01.08.2025 17:42 β€” πŸ‘ 21    πŸ” 3    πŸ’¬ 0    πŸ“Œ 0

Setting priorities right can be hard, I know that too well. Gameplay should come first.

31.07.2025 13:24 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

This escalated quickly

29.07.2025 20:10 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Now this looks fun!

28.07.2025 20:46 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Nice, spent some minutes trying to find differences like in these "find the differences" images

28.07.2025 17:08 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

I opened Unity to test some old projects. Somehow they got broken. Luckily I don't care πŸ€·β€β™‚οΈ

28.07.2025 17:06 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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I mean like the last video that you've posted

28.07.2025 17:02 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

looks like the last clip, but anyway, having different lighting materials is always a good idea

28.07.2025 15:28 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

cannot link it often enough

26.07.2025 19:20 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Yes, 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€” πŸ‘ 2    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

The 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€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Originally 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...

#gamedev | #indiedev

25.07.2025 14:26 β€” πŸ‘ 330    πŸ” 21    πŸ’¬ 16    πŸ“Œ 1
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Integrated the 2D traffic simulation into the 3D world. Got it working on first try.

#gamedev | #indiedev

24.07.2025 15:07 β€” πŸ‘ 122    πŸ” 8    πŸ’¬ 10    πŸ“Œ 0

Some people's only goal in life is to make other people's life more miserable

24.07.2025 08:01 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

It'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€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Me too, but the laptop doesn't even have fans

23.07.2025 07:39 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Added some car state visualization for debugging.

There are 10,000 cars in a simulation area of 10kmΒ² β‰ˆ 4miΒ²

#gamedev | #indiedev

22.07.2025 17:24 β€” πŸ‘ 64    πŸ” 6    πŸ’¬ 3    πŸ“Œ 0

Always stress testing individual parts before integrating them

21.07.2025 20:40 β€” πŸ‘ 6    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Added some simple car-to-car interaction and traffic lights

#gamedev | #indiedev

21.07.2025 19:26 β€” πŸ‘ 68    πŸ” 6    πŸ’¬ 2    πŸ“Œ 0

Yeah, not sure if I want to follow that route (no pun intended)

20.07.2025 10:21 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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All 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

19.07.2025 18:57 β€” πŸ‘ 43    πŸ” 2    πŸ’¬ 3    πŸ“Œ 0

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€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Just started to read his blog posts from 10 years ago, and yeah, the OOP bad mantra has always been there πŸ˜„ 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€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

It may or may not in the future :P

18.07.2025 18:35 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Exactly, here they drive along the road randomly. Next goals are path calculations and car to car interaction.

18.07.2025 18:35 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Sometimes it's surprisingly useful to work on an aspect of the game isolated from the rest of the world. Here, have some traffic simulation.

#gamedev | #indiedev

17.07.2025 17:53 β€” πŸ‘ 60    πŸ” 1    πŸ’¬ 4    πŸ“Œ 0

Such a beauty

12.07.2025 09:04 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

I like windows xp

20.06.2025 13:23 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

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