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submitted 1 day ago* (last edited 1 day ago) by Drbreen@sh.itjust.works to c/gamedev@programming.dev

In prototyping stage on an idea I've had for a while, a driving game where speed isn't everything but how well you can navigate traffic also This is the first driving test with roads and traffic. Different AI driver behavior profiles to be work on next to bring some variation and more unpredictability to the traffic. Testing out whether the idea is any fun or not

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[-] CGTRocketX@programming.dev 1 points 20 hours ago

Nice direction — traffic that reads differently by profile is what sells “navigate, don’t just floor it.”

A few profiles that usually create readable unpredictability without chaos: cautious gap-hunters who leave room then panic-brake; aggressive left-lane stickers who cut late; hesitant merge-waiters who stall the flow; and one occasional wrong-lane wanderer so players learn to scan, not memorize patterns.

Even tiny differences in reaction delay + preferred following distance go a long way before you need fancy pathfinding.

this post was submitted on 25 Oct 2026
24 points (96.2% liked)

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