Ef 📐 @sandboxspirit.bsky.social · 15/04/2026I've wrote a new post on the math I use to draw procedural roads only using lines and arcs. Here is how the construction unfolds: 1777
Reposted by Ef 📐TheDuckCow @theduckcow.com · 04/04/2026Just merged this demo scene to help validate the performance of various decoration types. Here, showing off multi-scene-instancing not being not very performant during frame refreshes. #godot #addon github.com/TheDuckCow/g... AKA I'm getting back into the swing here... lots to still sort out. 0122
Ef 📐 @sandboxspirit.bsky.social · 17/03/2026What is the best way to encode a road network as data? sandboxspirit.com/blog/data-st...sandboxspirit.comThe Data Structures of RoadsWhat is the data structure of procedural roads? 0346
Ef 📐 @sandboxspirit.bsky.social · 05/02/2026After 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... 3191
Ef 📐 @sandboxspirit.bsky.social · 04/02/2026I am working on a Cities Skylines 2 style road system in Unity where intersections are created dynamically without nodes. 8984