ChunkDev 🦋
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chunkdev.bsky.social
ChunkDev 🦋
@chunkdev.bsky.social
Building ChunkCity - an Infinite City Builder for PC & mobile 💻📱. No engine, built with #Kotlin and #libGDX
I added a tree cutter for your tree cutting needs.

#gamedev | #indiedev
November 6, 2025 at 7:06 PM
Originally, terrain editing was click based. However, I noticed that clicking like a hundred times to make a hill is rather inconvenient. So now there's continuous terrain editing.

#gamedev | #indiedev
November 5, 2025 at 5:31 PM
Experimenting with clipping based transparency. In contrast to actual alpha it doesn't require special sorting or separate draw calls. However, some GPUs - especially mobile ones - tend to dislike this type of rendering pretty much. It's also quite noticable on lower resolutions.
November 3, 2025 at 7:02 PM
What’s going on here? Why is everything…chrome?

#future | #gamedev | #indiedev
November 2, 2025 at 9:46 PM
Image building a city here...

Generating terrain is such a messed up task. Whenever you touch one single parameter the outcome changes drastically. For now I settle with fewer biomes to keep my sanity.

#terraingen | #gamedev | #indiedev
October 30, 2025 at 9:21 PM
Don't do this at home

#gamedev | #indiedev
October 29, 2025 at 10:03 PM
This terrain provides some interesting building experiences
October 29, 2025 at 9:53 PM
Scaling 3D objects is hard. Sure, you can use real measurements, but it feels better in a game context to scale big buildings down drastically.

#gamedev | #indiedev
October 17, 2025 at 8:00 PM
Did some experiments with building spawning. This may be the rough side of the city.

#gamedev | #indiedev
October 5, 2025 at 6:02 PM
It's amazing how a bit of sound can improve the experience

#gamedev | #indiedev
August 22, 2025 at 5:57 PM
Lambo physics
Note how there's dust when driving over terrain

#gamedev | #indiedev
August 20, 2025 at 4:42 PM
I'll never own a Lambo so I made one in-game

#gamedev | #indiedev
August 20, 2025 at 4:08 PM
Forget about the GPU: The terminal is the new gaming target!
August 13, 2025 at 7:52 PM
visual overload
noun

A state of being overwhelmed by too much visual information, leading to difficulty in processing or focusing.

#gamedev | #indiedev
August 5, 2025 at 5:02 PM
Some debug view for road usage and chunk RCI density.

#gamedev | #indiedev
August 1, 2025 at 5:42 PM
I mean like the last video that you've posted
July 28, 2025 at 5:02 PM
Originally I moved the cars by pinning the front and back to the path. It worked but looked like moving on rails.

The solution: Pin the front wheel's center position to the path and use the Kinematic Bicycle Model to update the rear: thomasfermi.github.io/Algorithms-f...

#gamedev | #indiedev
July 25, 2025 at 2:26 PM
Integrated the 2D traffic simulation into the 3D world. Got it working on first try.

#gamedev | #indiedev
July 24, 2025 at 3:07 PM
Added some car state visualization for debugging.

There are 10,000 cars in a simulation area of 10km² ≈ 4mi²

#gamedev | #indiedev
July 22, 2025 at 5:24 PM
Added some simple car-to-car interaction and traffic lights

#gamedev | #indiedev
July 21, 2025 at 7:26 PM
All cars spawn randomly but with the same target location.

The catch: Each car can only query roads nearby so only partial A* calculations are possible. I do this to simulate a chunked world where chunks can be missing at spawn time. As a result it may produce suboptimal paths

#gamedev | #indiedev
July 19, 2025 at 6:57 PM
Sometimes it's surprisingly useful to work on an aspect of the game isolated from the rest of the world. Here, have some traffic simulation.

#gamedev | #indiedev
July 17, 2025 at 5:53 PM
Yellow ̶s̶u̶b̶m̶a̶r̶i̶n̶e̶ car having a look at the new under water view
#gamedev | #indiedev
June 7, 2025 at 3:17 PM
Wondering where the quest marker in the minimap leads us

#gamedev | #indiedev | #solodev
June 7, 2025 at 12:33 PM
Experimented a bit with outlines. It gives a unique look but in my case I don't think it fits the style of the game.
June 6, 2025 at 7:08 PM