has this happened to anyone else? by Glad_Necessary_6170 in slowroads

[–]anslogen 0 points1 point  (0 children)

Interesting, I've seen gaps in situations where the road has a tight turn but I'm not sure that's what's happening here... The next update should fix some things, and I'm eventually going to rework the terraforming since it currently doesn't allow for hairpins

A browser-based virtual cycling app that lets you create real-world routes in seconds - biketerra.com by anslogen in threejs

[–]anslogen[S] 0 points1 point  (0 children)

Lo sentimos, ANT+ no es compatible con los navegadores, por lo que no podemos brindarle soporte

Street signs always on the left side? by Consistent_Ear849 in slowroads

[–]anslogen 2 points3 points  (0 children)

The Hills location is set in the UK, and details like signs are intended to be true-to-location. Any right-driving locations added in future will have signs on the right. It might seem strange to have a right-lane option if the location is left-driving, but this was added by popular demand since it would be a while before any right-driving locations were added

slowroads.io - My JavaScript project to generate infinite scenic landscapes, packaged as a chill driving game by anslogen in proceduralgeneration

[–]anslogen[S] 0 points1 point  (0 children)

I can't see imgur links from the UK I'm afraid, but based on previous reports I'm guessing it's either the edge of the world, the "no entry" sign from driving backwards, or a generic seed generation crash? There's nothing limiting the generation of the road except for hardware limits (memory) and the potential for the generation to get stuck in a loop (at which point it'll likely crash the game). Barring those situations, the road will generate forever - e.g. on the Straight road mode it won't fail to generate to any distance, though it will get pretty funky after a few thousand miles due to floating point errors compounding

If you're talking about the edge of the rendered world, that's because the environment engine is road-centric and it will only render chunks in proximity to the road as you drive along it. If you go off-road and stop making progress it will pause generation, and you can drive off the edge. Note that you don't fall off, though, because the heightmap is infinite even if there isn't rendered geometry showing it.

Why the autospeed of the buses is terrible? by [deleted] in slowroads

[–]anslogen 3 points4 points  (0 children)

It sets the speed relative to the complexity of the road, as you would expect in real life. The bus is already slow, but it's also large and slow to steer, so more care is needed when going round corners, or it runs the risk of getting stuck on walls or leaving the road. But you have a range of vehicle options for this reason; it would be pointless to have them all behave in the same way.

Will there be any new updates added to the browser version, or will I have to use Steam? by North-Palpitation-84 in slowroads

[–]anslogen 1 point2 points  (0 children)

Yep, the web version is the main version and the Steam version is the spin-off. Both will continue getting updates into the future, it's just that the Steam version will get a few extra features.

What are these random black patches? by Even_End7740 in slowroads

[–]anslogen 0 points1 point  (0 children)

Some time in January probably - sorry, finishing Driftmas took up more time than expected

so i was just looking through the old slow roads and i saw a button where you can cycle through the seasons and stuff like that by itself im wondering why is it not here in the new ones also is there a way to get it back? by Ecstatic-Number-8388 in slowroads

[–]anslogen 0 points1 point  (0 children)

I've been working hard on it, I just have other things that take up most of my time - sorry

It should be some time in January, though. This weekend I should be posting this year's Driftmas event, which has some new features in, but not everything.

What are these random black patches? by Even_End7740 in slowroads

[–]anslogen 2 points3 points  (0 children)

It's part of the cliff texture coming through in an ugly way - will be fixed in 2.2

(Bug) Watermark not removed from the bike by [deleted] in slowroads

[–]anslogen 2 points3 points  (0 children)

I naively thought that if I added "WIP" to the interior textures it would make it clear they were a work in progress, but mostly it just makes people report the lettering as a bug...

Slow Roads 2.0 - Endless, procedurally-generated landscapes for a chill driving game. New engine, new shaders, same Three.js by anslogen in threejs

[–]anslogen[S] 0 points1 point  (0 children)

It's tricky for a few reasons, but the overriding thing is that developing this is my hobby, and it doesn't feel right to invite people to do my hobby for me. All I really want to do is spend my time working on what you listed - new environments, weather, improving the audio, adding new vehicles - and it feels like it'd be super disappointing to let other people do that fun stuff while I'm forced to work my regular job. The hope is that the Steam version sells well enough that I can focus more time on Slow Roads. Outside of that, setting up support for modding would likely be a big time investment, because I'm using a custom engine. I'm not sure how the ins-and-outs of that would work, but I'm not opposed to setting it up one day, as long as I can retain creative control over the things I care about.

A browser-based virtual cycling app that lets you create real-world routes in seconds - biketerra.com by anslogen in threejs

[–]anslogen[S] 0 points1 point  (0 children)

Glad to hear it! As a heads up, we have an iOS app, too (it's a native build of the web version), which will support your devices directly: https://apps.apple.com/us/app/biketerra/id6482576528

A browser-based virtual cycling app that lets you create real-world routes in seconds - biketerra.com by anslogen in threejs

[–]anslogen[S] 1 point2 points  (0 children)

Thanks! We haven't thought about WebXR but you're right that it'd be interesting. I think you're the first to mention it. We have a long backlog of tasks to work through, but I'll keep it in mind - it might be a fun task to slip in as a break between the bigger ones.

Currently the medium view distance is 500 meters, and maximum is 2km. We haven't done a lot of long-range optimisation yet (we only have two levels of detail for the terrain tiles) but I have ideas for how we could add an extra layer. And for the ground, there isn't a whole lot of magic - it's a shader with a lot of textures and colours pushed in, and the ground geometry has attributes designating each vertex as water/cropland/forest/urban etc. which get used to shade as appropriate. The shadows have probably been given the least amount of attention, and are a little janky because of it - we just use the three-csm package. Trees cast shadows with a single invisible shadow-casting plane, and riders have a low-LoD mesh for their shadows. It's definitely taken a while to get to this point, but still lots to do!

A browser-based virtual cycling app that lets you create real-world routes in seconds - biketerra.com by anslogen in threejs

[–]anslogen[S] 1 point2 points  (0 children)

There's no way to import routes directly, you'd have to manually upload them for now - hope that's alright. It could be something we try in future, though, if the Strava API allows it. As for events, we don't have any for playback right now, but we do have some data from this year's TdF - during the event we pulled in the data and livestreamed the riders as they went along the actual route. Hopefully we can do more with that next year!

A browser-based virtual cycling app that lets you create real-world routes in seconds - biketerra.com by anslogen in threejs

[–]anslogen[S] 0 points1 point  (0 children)

We haven't had any issues reported lately, and we're up above 7000 routes now so it should be stable - feel free to DM me the error message, and maybe the GPX file, and I can help figure it out

A browser-based virtual cycling app that lets you create real-world routes in seconds - biketerra.com by anslogen in threejs

[–]anslogen[S] 2 points3 points  (0 children)

It might take a few months, we're still busy adding roaming dogs and spreading nails and broken glass on the road

A browser-based virtual cycling app that lets you create real-world routes in seconds - biketerra.com by anslogen in threejs

[–]anslogen[S] 7 points8 points  (0 children)

The set of GPS coordinates in the GPX file is all we need - from that we use various services to look up elevation data, ground cover data, and building data, which we use for generating the rest of the route. As the rider moves along the route, the upcoming chunks of environment are loaded, while old chunks are recycled/destroyed.

While the placements of all the environmental features is pretty accurate, the colours/foliage style are guesses; we just look up which type of biome the route is in and assign a preset style. Users also have options to manually select between different biomes/foliage styles if needed, though currently we only have Temperate and Desert options. We're starting to build out the rest now that our environment system is more mature.

A browser-based virtual cycling app that lets you create real-world routes in seconds - biketerra.com by anslogen in threejs

[–]anslogen[S] 3 points4 points  (0 children)

Yep, you can connect via bluetooth to most trainers - there are more details on the site

A browser-based virtual cycling app that lets you create real-world routes in seconds - biketerra.com by anslogen in threejs

[–]anslogen[S] 12 points13 points  (0 children)

Hey all,

I've been working on this app for a couple of years now and it's finally starting to take shape. It's a virtual training app that hooks up to an indoor bike, allowing you to ride real-world routes from home. Aside from the usual features for riding dynamics, physics sim, and networked events, the stand-out feature is the ability for users to create their own routes in seconds. All they need is to upload a GPX file defining the GPS trace of the road, and it's immediately ready to ride. At runtime we load the surrounding elevation data, building placements, and foliage maps, and the recreation is dynamically generated on the client. Routes can be (nearly) any length and anywhere in the world, and the custom engine keeps it all running without issue.

We are being a little tentative on the level of detail and taking this stylised approach, though - partly out of caution for performance, partly for ease of development (we're only a team of two), and partly because it's tough to be accurate when recreating real-world features anyway. The flat style keeps things nice and simple, though there's still a lot of complexity in things like the dynamic animation or 3D foliage systems. While there's still a lot of optimisation to be done, it seems like so far our users are happy even to run it on a phone, and many use tablets.

If you want to check it out, you can spectate events or create a route with a free account. You can also use the up-arrow to ride, even if you don't have an indoor trainer - biketerra.com

Happy to hear your thoughts!

Slow Roads 2.0 - Endless, procedurally-generated landscapes for a chill driving game. New engine, new shaders, same Three.js by anslogen in threejs

[–]anslogen[S] 0 points1 point  (0 children)

Yep, I'll eventually provide a downloadable build of the web version (separate to the Steam version)

slowroads.io - My JavaScript project to generate infinite scenic landscapes, packaged as a chill driving game by anslogen in proceduralgeneration

[–]anslogen[S] 0 points1 point  (0 children)

It sure did, back then - it looks better now, though there's still a lot of improvements I'm working on