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Ef996
searching Neon…
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Show HN: I was surprised by this interactive GPU line rasterization explanation
(twitter.com)
6 points
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Ef996
4mo ago
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0 comments
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Ef996
5mo ago
Author here. Engineers use clothoids as the primary geometry for high-speed roads by offsetting a centerline clothoid. However, the offset of a clothoid is not itself a clothoid, so the left and right edges are not mathematically clothoids.
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The Simple Geometry Behind Any Road
(sandboxspirit.com)
5 points
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Ef996
5mo ago
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The Data Structures of Roads
(sandboxspirit.com)
5 points
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Ef996
6mo ago
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by
Ef996
7mo ago
Nope. But I mean aren't functions of circles essentially some kind of SDFs in 2d? Or at least those of disks.
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by
Ef996
7mo ago
I will definitely explore this in the future as architecture is probably my next passion after roads :D
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by
Ef996
7mo ago
This is amazing. Some objective would be great
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by
Ef996
7mo ago
Author here: i agree the article oversimplified here and in practice vehicle tracks can sometimes be non concentric. But it has nothing to do with differentials. Differentials just allow wheels to rotate at different speeds (as perimeter of
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Ef996
7mo ago
Will share more soon. I have some more recordings of it on x https://x.com/SandboxSpirit if you're interested.
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Ef996
7mo ago
Thanks for references! I initially considered bevy for this but I was a bit scared it was not mature enough. How do you find it now?
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by
Ef996
7mo ago
Haha. I myself tried to play CS like that. Start with a historical core. The thing is the way the game is implemented buildings only have rectangular footprints while in reality buildings occupy the spaces more organically. I actually spent
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by
Ef996
7mo ago
True. I mostly meant not personal vehicles, so jut buses, trams etc. I supposed emergency services will use those dedicated lanes. or maybe civilization is so advanced those will be served via flying only. Idk just since fiction thinking.
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by
Ef996
7mo ago
Yep, good point. I am myself a huge fan of livable oriented infrastructure (bike lanes, pedestrian paths, public transportation) but the hard truth is that roads were initially designed for carriages and later for cars. A though I recurrent
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by
Ef996
7mo ago
I am a huge fan of satisfactory as well (probably no surprise for anyone)
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by
Ef996
7mo ago
I mean they are not a math nightmare per se if you’re comfortable with the theory. What I meant is that they become comparatively complex to integrate into a system like this. Think about arc length, compute intersections, reparametrization
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Ef996
7mo ago
Wow, that’s a really detailed deep dive, saved it for a read later. I didn’t even realize clothoids are also tricky to connect. I never really dared to jump into actually implementing them myself.
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Ef996
7mo ago
Yes, I don't even know how I didn't know about this at the time of wiring the article. But a must read for sure!
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Ef996
7mo ago
Glad you mentioned it. Cubic parabolas were actually used by eraly railway engineers as good approximations of clothoids back when numerically solving a true euler spiral was a daunting task. They are visually very close because their curva
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by
Ef996
7mo ago
Very happy reading this because I was always thinking exactly the same about historical games. One of my turn offs for any historical city building is when they are grid based. I always found that to be highly unrealistic, but I yeah, was a
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by
Ef996
7mo ago
For sure I will. Thanks a lot for your interest. To anybody's disappointment, I didn't even know Hacker News was a thing until I saw a ton of traffic coming from it. But I guess I'll be more active here since there are a lot
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by
Ef996
7mo ago
Hello, I am the creator of this road system. The thing is that I myself don't even know what I want to do with it. lol. Maybe an asset or a game (a bit scared to jump in a full fledge game to be honest). I am a fun of Junxions my self