Infiniwar was featured in a recent video along with some killer roguelikes. Always wild to see the name of my little project mentioned alongside titans like Slay the Spire! Thanks for the mention x.com/THPauthor
www.youtube.com/watch?v=Z0sp...
@joetheis.bsky.social
Software engineer, gamedev, making http://infiniwar.com, devlog here https://www.youtube.com/@joetheis
Infiniwar was featured in a recent video along with some killer roguelikes. Always wild to see the name of my little project mentioned alongside titans like Slay the Spire! Thanks for the mention x.com/THPauthor
www.youtube.com/watch?v=Z0sp...
Mystery solved. Thanks @gigatank3000.bsky.social for the tip!
02.08.2025 03:16 — 👍 2 🔁 0 💬 0 📌 0It definitely wasn't steam traffic (over roughly the same period), which is noisy but mostly flat. So I assume something external?
02.08.2025 01:36 — 👍 0 🔁 0 💬 1 📌 0Suddenly 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?
02.08.2025 01:36 — 👍 0 🔁 0 💬 1 📌 0Quick channel update!
youtu.be/ajknGjbJ_tA
This is a very safe bridge and I definitely know what I'm doing. Yessir.
25.05.2025 03:56 — 👍 1 🔁 0 💬 0 📌 0(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.
25.05.2025 01:31 — 👍 1 🔁 0 💬 0 📌 0Meant to do this sooner but at least it was easy to add. Spline-based networks like Roads can now have variable width geometry.
25.05.2025 01:18 — 👍 1 🔁 0 💬 1 📌 0New devlog! This one expands upon the topic I've been covering in smaller posts recently: Procedural Road Generation
youtu.be/BIdrL-j_Di8
That's a thicc intersection right there.
04.05.2025 07:21 — 👍 0 🔁 0 💬 0 📌 0Vert visualizer coming in handy again as I work to make these intersections thicc.
04.05.2025 06:35 — 👍 0 🔁 0 💬 0 📌 0Procedural 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?
04.05.2025 04:31 — 👍 0 🔁 0 💬 0 📌 0Procedural 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.
04.05.2025 02:51 — 👍 0 🔁 0 💬 0 📌 0Ish 😅
03.05.2025 21:27 — 👍 0 🔁 0 💬 0 📌 0More glorious programmer art. Reminds me of a spider web. 🕸️
01.05.2025 07:36 — 👍 0 🔁 0 💬 0 📌 0An important breakthrough in the procedural road tech!
01.05.2025 07:33 — 👍 1 🔁 0 💬 2 📌 0Wish 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.
29.04.2025 07:33 — 👍 0 🔁 0 💬 0 📌 0I'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.
29.04.2025 07:32 — 👍 0 🔁 0 💬 1 📌 0Procedural 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.
29.04.2025 07:30 — 👍 0 🔁 0 💬 1 📌 0I 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...
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.
26.04.2025 23:37 — 👍 0 🔁 0 💬 0 📌 0Works with different sizes of roads too.
26.04.2025 23:34 — 👍 0 🔁 0 💬 1 📌 0Some 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.
26.04.2025 23:32 — 👍 0 🔁 0 💬 1 📌 1Ahhhh! 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.
26.04.2025 22:49 — 👍 0 🔁 0 💬 1 📌 0As 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)!
26.04.2025 04:47 — 👍 1 🔁 0 💬 1 📌 0Still figuring it out TBH. Current plan is to check for overlaps and progressively back away from the center 1 "tile" at a time until no overlap. But that sounds slow so maybe there's some clever math to do.
26.04.2025 04:45 — 👍 0 🔁 0 💬 1 📌 0Also look at this majestic artwork.
24.04.2025 07:28 — 👍 0 🔁 0 💬 0 📌 0Some progress on figuring out how to approach procedural intersections.
24.04.2025 07:26 — 👍 2 🔁 0 💬 2 📌 0Ok 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).
22.04.2025 07:20 — 👍 0 🔁 0 💬 0 📌 0It doesn't look like much yet, but good things start small.
22.04.2025 07:09 — 👍 0 🔁 0 💬 0 📌 0