Project ideas from Hacker News discussions.

Art of Roads in Games

📝 Discussion Summary (Click to expand)

Three dominant threads in the discussion

# Theme Key points Representative quotes
1 Realism vs. gameplay balance Players want more detailed, physics‑accurate systems (e.g., capacity‑limited power lines, full intersection control, true scale) but many games deliberately simplify to keep the experience fun. “I wish power lines were limited in capacity and had to be stepped up and down via transformers” – left‑struck
“The difference in scale between real life and the sims is 100 % on purpose, as more realism makes the game worse.” – hibikir
2 Critique of car‑centric suburban sprawl The current design of many city‑builders reinforces sprawling, car‑dependent layouts. Users call for transit‑oriented, mixed‑use, and “New Urbanism”‑style alternatives that reduce commute times and improve livability. “One of the biggest problems with North American cities is their endless, car‑centric suburban sprawl.” – chongli
“The difference is that people shouldn’t be forced to commute across the entire city to get to work because you decided to cram all of the commercial zoning into one downtown core.” – chongli
3 Technical complexity of road/rail curves The article’s focus on B‑splines, clothoids, and circular arcs highlights the mathematical and computational challenges developers face when implementing realistic road geometry. “Even though they are complex, the improved roads all use circular arcs which guarantee a baseline of good drivability.” – hresvelgr
“Everything in the article applies equally to trains and rails.” – MindSpunk

These three themes—realism vs. fun, the problem of sprawl, and the math behind realistic curves—capture the bulk of the conversation.


🚀 Project Ideas

Generating project ideas…

RoadCurve Studio

Summary

  • A standalone editor and plugin that lets city‑builder designers create realistic curved roads using clothoid or cubic‑parabola math, automatically generates correct tile patterns, and exports to popular modding frameworks.
  • Provides true‑scale road lengths, smooth transitions, and a visual preview of how roads will look in 3‑D, solving the “scale” and “auto‑tiling” frustrations expressed by many HN users.

Details

Key Value
Target Audience Modders, indie game devs, city‑building hobbyists
Core Feature Curve‑based road authoring with auto‑tiling, scale‑aware preview, export to Unity/Unreal/CityEngine
Tech Stack Python/Qt for editor, C++/GLSL for runtime, JSON/GLTF export
Difficulty Medium
Monetization Hobby

Notes

  • “prawn” noted the difficulty of spotting tight bends on satellite views; this tool gives a real‑time visual cue.
  • “hibikir” complained about low‑density, unrealistic road sizes; RoadCurve Studio lets designers set true scale.
  • Ideal for modding communities and for developers wanting to replace the “straight‑line” road systems in games like Cities: Skylines.

TransitImpact Analyzer

Summary

  • A data‑driven analytics platform that models transportation elasticity, commute times, and health outcomes for city‑building scenarios, providing actionable metrics on sprawl, food deserts, and mental health.
  • Gives designers a quantitative way to evaluate how their road and transit choices affect city livability, addressing the “realistic simulation” gap highlighted by many commenters.

Details

Key Value
Target Audience City‑builder game designers, urban planners, modders
Core Feature Simulation engine that ingests road/rail layouts, calculates demand curves, outputs health & economic dashboards
Tech Stack Rust for core simulation, WebAssembly for browser UI, D3.js for visualizations
Difficulty High
Monetization Revenue‑ready: subscription for advanced analytics, free tier for hobbyists

Notes

  • “chongli” wants a game that penalizes sprawling suburbs; this tool quantifies that penalty.
  • “bombcar” and “left‑struck” discuss scale and realism; the Analyzer provides real‑world scale metrics.
  • Encourages discussion on how to balance realism with fun in city‑building games.

DoorPhysics Toolkit

Summary

  • A lightweight library that supplies life‑size, physics‑accurate swinging and sliding doors with simplified collision and animation handling for game engines.
  • Eliminates the “door problem” that forces developers to use oversized or simplified doors, as noted by “shalmanese” and “heyitssim”.

Details

Key Value
Target Audience Game developers, level designers, indie studios
Core Feature Pre‑built door meshes, physics presets, animation blending, runtime collision optimization
Tech Stack C++/C# SDK, Unity/Unreal integration, optional Blender add‑on
Difficulty Low
Monetization Hobby

Notes

  • “shalmanese” highlighted the lack of realistic door sizes; this toolkit delivers true‑scale doors.
  • “heyitssim” pointed out the complexity of door physics; the Toolkit abstracts that complexity.
  • Useful for both AAA and indie projects, fostering more believable indoor environments.

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