Art of Roads in Games

sandboxspirit.com

97 points by linolevan 7 hours ago


chongli - an hour ago

I love SimCity 2000 and these roads look really cool but I'd really like to see a city-builder go in a different direction.

One of the biggest problems with North American cities is their endless, car-centric suburban sprawl. SimCity games may be really fun to play but they seem to reinforce this problem and anyone who grows up playing them will not learn about alternatives for more livable cities.

New Urbanism, traditional neighbourhood design, streetcar suburbs, one-way streets, bike paths, walking paths, mixed-zone walkable villages (light commercial with residential), smaller single-family houses and duplexes, triplexes, houses behind houses. Many of these are older and more traditional techniques to yield higher density neighbourhoods without building up to large apartment buildings.

It would be really cool to see a game that focused more on creating these kinds of realistic and aspirational living spaces instead of the usual cookie-cutter suburbs linked up by huge roads and a large downtown core.

inflam52 - 4 minutes ago

Timely article for me! I just went through this in my little SimCity remake for MicroPython:

https://github.com/chrisdiana/TinyCity/blob/6c3a7337788655b5...

genpfault - an hour ago

https://www.redblobgames.com/articles/curved-paths/

serious_angel - 2 hours ago

Thank you very much... Ineffably magnificent, as always...

Related: https://www.pushing-pixels.org/2014/04/04/the-craft-of-scree... (The craft of screen graphics and movie user interfaces - interview with Jorge Almeida...)

muzani - an hour ago

I was fascinated by them since reading a guide for Cities: Skylines that said that roads were like trees. There's a trunk that moves large amounts of nutrients and little branches that distribute the nutrients to the leaves. Such simple rules, but such complex and deterministic results.

antif - 43 minutes ago

One game that had a different perspective (first person mmo), but a fun network of road building in a simulated wilderness .. Wurm Online

zabzonk - 2 hours ago

Be like the Romans - make them all straight lines :-)

Of course the Romans didn't give a shit who's property rights they might be violating. I live in Lincolnshire UK, where Roman roads are still used. The last one that got changed was years ago when they had to put a kink in Ermine Street (now the A15) at RAF Scampton when they extended the runway to accommodate Vulcan bombers.

raincole - 29 minutes ago

Cool shit!

> Do 99% of city-builder players care what shape the corner radius of the intersection has? Most likely, no.

Maybe not... but out of all the players who care corner radius of roads in games, 99% of them probably are into city-builder!

bombcar - 2 hours ago

Another aspect of these games is the subtle scale issues that aren’t readily apparent - even the newest biggest city simulators are fractions of the size of a real city.

Road and rail curves are massive and it’s hard to understand just how big they are without having to actually walking them.

heliumtera - 2 hours ago

The tech seems really cool, but the road showed in the examples is not any less insane, like, why?