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Ef ๐Ÿ“

@sandboxspirit.bsky.social

Solo dev working on procedural road generation project ๐Ÿ‘จ๐Ÿปโ€๐Ÿ’ป Writing at https://sandboxspirit.com/blog ๐Ÿ“ from ๐Ÿ‡ช๐Ÿ‡บ๐Ÿ‡ท๐Ÿ‡ด

84 Followers  |  49 Following  |  14 Posts  |  Joined: 02.02.2026  |  1.602

Latest posts by sandboxspirit.bsky.social on Bluesky

The first improvement Iโ€™d suggest is generating the road by offsetting the polyline with a miter join which will give you proper corners instead of pieced rectangles. What engine are you using for rendering? In Unity the Shapes library already has this functionality built in

09.02.2026 21:55 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Definitely! I've seen this initiative before. very cool. The goal is definitely flexible infrastructure, not just cars. Iโ€™m actually a big fan of livable and walkable cities myself

09.02.2026 07:34 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Interesting concept. Would be killer to have some kind of visualisation if โ€œSpace Syntaxโ€ in City Builders

08.02.2026 07:20 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Yep, circle arcs are way more have way more cheaper math and look more real engineering like. But they have their own disadvantages.

07.02.2026 15:47 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Thanks! For now I don't even know what am I building. I was thinking some asset or a game and free asset. Yes, the math is in 3d but for now I am only using a 2d drawing library. I will be able to have linear road segments in 3d but in my approach intersections alwys need to be in the same plane.

07.02.2026 15:46 โ€” ๐Ÿ‘ 3    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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After spending time building a procedural road system in Unity using only arcs, I realized this approach had already been explored years ago.

Great article by @redblobgames.com on curved paths. Excellent breakdown and very relevant to this kind of system:
www.redblobgames.com/articles/cur...

05.02.2026 08:14 โ€” ๐Ÿ‘ 17    ๐Ÿ” 1    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 1

Nice work. How are intersections computed? I am working on a similar road system in Unity and dynamically generating the intersections was the harder task.

04.02.2026 14:40 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Neat work! Are you using bezier splines for the curved paths? I am developing a similar road system in unity and found that circle arcs work way better for roads.

04.02.2026 14:34 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

The geometry is built using the brilliant Shapes library by @freya.bsky.social

04.02.2026 12:52 โ€” ๐Ÿ‘ 3    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

I am writing a blog about roads at sandboxspirit.com/blog/art-of-...

04.02.2026 12:47 โ€” ๐Ÿ‘ 41    ๐Ÿ” 4    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 1

โ€ข Since everything is either a line or a circular arc, intersection math is very cheap, and it runs well even on mobile

04.02.2026 12:42 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

โ€ข Curves are true circular arcs, not Bรฉzier curves โ€” closer to real civil-engineering

04.02.2026 12:41 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

โ€ข Roads are not node-based, so intersections happen dynamically at any point (not constrained in snapping to predefined nodes)

04.02.2026 12:41 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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I am working on a Cities Skylines 2 style road system in Unity where intersections are created dynamically without nodes.

04.02.2026 12:31 โ€” ๐Ÿ‘ 97    ๐Ÿ” 4    ๐Ÿ’ฌ 8    ๐Ÿ“Œ 0

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