Cruise a procedurally-tiled toy city that never ends.
Explore a continuously recycled city from an elevated camera while roads, buildings, cars, clouds, weather, and day-night lighting update around the view. Moving across a chunk boundary rebinds an 11 by 11 visible grid so the town can continue without a fixed edge. Cars can be selected for a following camera instead of free exploration.
The infinite-scrolling town in our Infinitown gamecenter port isn't procedurally generated — it's a Möbius carpet. A 9×9 pool of pre-built chunks maps onto a 9×9 grid of fixed container slots through modulo arithmetic, and camera drags rebind slots to different pool entries instead of spawning new geometry. This post walks the four moving parts (pool, containers, mapping, drag event) and explains why the whole system holds together with zero allocations at runtime.
A road-surface flicker in our Infinitown gamecenter port survived every shadow-parameter tweak we threw at it — bias, normalBias, PCF radius, a 4096² shadow map, snap-tracked light. It turned out to be four separate depth-buffer bugs stacked on top of each other, only the last of which was a shadow problem. This is the debugging log — what we tried, what the symptom kept telling us, and the diagnostic toggles that finally isolated each layer.
Infinitownはsandboxジャンルのインタラクティブ・ブラウザゲームです。Explore a continuously recycled city from an elevated camera while roads, buildings, cars, clouds, weather, and day-night lighting update around the view. Moving across a chunk boundary rebinds an 11 by 11 visible grid so the town can continue without a fixed edge. Cars can be selected for a following camera instead of free exploration.
Infinitownの操作方法は?
Drag with the left mouse button to pan, right drag to rotate, and use the wheel to change camera height.; Touch uses one finger to pan and two fingers to zoom and rotate.; Click a car to follow it, press Z to align toward the followed car, and use the time and audio buttons.