Development journal

Everything built
since May 2026.

From a deterministic traffic engine to a desktop app with 3D towns built from open data. These are development milestones, not public software releases.

  • 1,707commits
  • 7tagged releases
  • 10 Mayfirst release, 2026

September

2026

Weather that comes from outside, and surfaces that answer it

  • Live conditions for the town's own coordinates are pulled from the Open-Meteo service: rainfall, wind, temperature and cloud.
  • Puddles gather in ruts, gutters and the low points of the ground instead of being painted on, and ripples cross standing water while rain falls.
  • Wet stone and asphalt darken the way they do in life, rather than simply turning shiny.
  • Screen-space reflections, with ray tracing picking up what the screen itself cannot see, over a hierarchical depth chain with blue-noise sampling and a filtered history.
  • Terrain subdivided and displaced past the resolution of its input grid, without displacing reconstructed vertices twice.
  • Hyperlocal facade kits integrated, and road geometry batches bounded after the terrain refinement.

Vehicle physics in a process of its own

  • Vehicle dynamics moved out of the app into a dedicated worker running a one millisecond tick, or 1,000 Hz.
  • A single writer publishes each snapshot to every reader at once. Readers copy it into their own storage and let go immediately, so a slow, descheduled or failed reader can never delay physics or hold a slot open.
  • Every reader keeps its own sequence and history, and a restart always begins a fresh session rather than reusing counters.
  • The physics worker stays separate from the older traffic entry point, so the two can move independently.

Ray-traced light, and edges that hold their shape

  • The atmosphere pass now runs on DirectX ray tracing 1.1 and refuses to start on a device below it.
  • Bounced light comes from a probe volume (DDGI) computed on its own asynchronous queue, timed separately from the frame.
  • Direct light is sampled with reservoirs (ReSTIR), so many lights can be considered without tracing them all.
  • The same pass carries micro-weather into the shading, which is what makes wet surfaces read as wet.
  • Screen-space motion vectors and sub-pixel camera jitter plumbed through the 3D passes.
  • FSR 3.1 reconstruction wired in behind a dispatch contract that refuses to run without colour, reverse-Z depth and velocity.
  • Window frames, gutters and roof lines hold their edges instead of stair-stepping.
A long stone terrace in Pontypridd in VeriStreet, seen straight on, with painted doors, sash windows, chimneys and a paved footway.
19 September 2026The result of both, in one street. Click the image to see it full size.

Masonry with real depth, and rooms behind the glass

  • Stone and brick keep their relief at grazing angles, the very angle that shows a course of masonry, where the shader used to flatten them. The height march doubled in length, and a second march folds a self-shadow into each mortar bed.
  • Rooms know which storey they are on: sofas, televisions and bookshelves downstairs, beds, wardrobes and half-drawn blinds upstairs, desks and strip lighting in commercial ground floors, with about a third of rooms lit by a warm lamp.
  • Ground cover stopped shimmering: gentler blade movement, a calmer sheen and a corrected texture bias.
Close-up of stone masonry in VeriStreet with deep mortar joints, white window frames and furnished rooms behind the glass.
16 September 2026Mortar joints, moulded surrounds and rooms behind the panes.

A town that looks lived in

  • Lush UK ground cover and a single overcast sky across the whole world.
  • Garden beds fill to the kerb, with every clump jittered, turned and scaled, and the grass tapering onto the kerb instead of ending in a wall.
  • Front paths narrowed from a corridor to a single-person path, and open ground greened by a verge pass that is no longer confined to a narrow band beside the road.
  • Complete UK suburban building kits, driven by the source typology, with universal facades and HDR building shading.
  • Slate reflectance calibrated against native roof views, and procedural landmark assemblies replacing plain shells once they are complete.
  • Tiled aerial segmentation, and street furniture aligned to its source data.
The same crossroads on 13 September 2026: plain roofs, bare ground and empty streets.
The same crossroads on 16 September 2026: textured roofs, street trees, verges and street furniture.
13 September 16 September
The same crossroads, three days apart. Drag the line to compare.
A Pontypridd street in VeriStreet running towards green hills, with paved footways, kerbs and a telegraph pole.
16 September 2026Kerbs, footways and verges along a Pontypridd street.

Smoother roadside slopes

  • Road cuttings and embankments now blend into the hillside across the terrain grid.

Buildings, property by property

  • Fitted bay windows, stone facade relief, joinery, roof edges and rainwater goods in the building assets.
  • Glass with room depth behind windows.
  • Reviewed property observations carried through the building pipeline to the desktop app.
  • Facade image models tested against held-out Pontypridd street photographs.
Slate rooftops, chimneys and a crossroads of terraced streets in Pontypridd on 13 September 2026, with bare ground and empty streets.
13 September 2026The crossroads on this date, before the planting, street furniture and lighting work that followed.

Spreadsheets and guided inspection

  • CSV preview with reversible column mapping, saved with the project.
  • Guided camera moves to a selected site.
  • Area and asset pages, and project loading that keeps the app responsive.

A fuller Pontypridd

  • Ground cover, summer vegetation and an animated sky.
  • Recovered street detail with stable road markings up close.
  • World lighting on DirectX 12 Ultimate.
  • Placement ranking and the asset placement workbench for camera and mast positions.
  • Separate World, Analysis, Data, Live / Replay and Settings pages.

Kerbs, tactile paving and yellow lines

  • Exact footway and kerb layout, with tactile paving seated on footways.
  • Verified yellow line markings in the desktop road renderer.
  • Laptop hardware evidence gathered on a Lenovo IdeaPad.
  • World lighting controls in the desktop app.

August

2026

Early days of the city compiler

  • An early version of the compiler turned a second city region into streets, building footprints and roofs in the desktop app.
  • Pontypridd's roads recompiled from the same graph as the rest of the town.
An early city compiler test in the VeriStreet desktop app: a street grid with simple building footprints and roofs.
20 August 2026An early compiler test, before today's building and street detail.

Buildings for whole cities

  • City-wide building packages in a new compact format with a strict loader.
  • Pontypridd's chimneys and dormers measured from elevation data.
  • Large scenes split across multiple mesh-shader draws.

Path checks with evidence

  • A Pontypridd path check for 718 premises from two candidate mast sites.
  • Evidence export: CSV verdicts, a PDF report and the files behind them.

Kerbs, markings and shopfronts

  • Bristol's kerb network, projected road markings and textured road surfaces.
  • A masonry bond generator and a near-field facade library for shopfronts.

Ground and trees

  • Tree canopy from LiDAR, a ground material library, textured terrain and instanced trees.
  • Bristol's turn restrictions imported into the road network.

Travel demand and live feeds

  • A travel demand pipeline, from public trip data to a compiled trip table estimated against counts.
  • Live feeds bound to the network: TomTom flow, VivaCity counts and ANPR journey times, with a first live replay.
  • DfT Street Manager roadworks received by a live endpoint, with a closure re-route demonstration.

July

2026

A DirectX 12 renderer

  • A new DirectX 12 core with a render graph and offline shader tooling.
  • GPU-driven physically based rendering, tested with 10,000 vehicles.
  • The full Bristol scene rendered and benchmarked, then the desktop moved to a native Windows (WinUI 3) app.
  • A street map linked to the 3D view.
Bristol's buildings and river from above in an early VeriStreet DirectX 12 build.
30 July 2026Bristol in the first full DirectX 12 scene.

Real elevation v4.0.0

  • Environment Agency LiDAR at 1 m resolution as the ground source.
  • Bridges, decks and portals solved in three dimensions.
  • Terrain, embankments and water that follow the measured landform.

Linked 2D and 3D

  • A 3D command view of Bristol with building massing.
  • A split view where the 2D map and 3D scene always agree.
  • A workstation layout for analysts.

Research release and roundabouts v3.0.2

  • An internal research prerelease of the engine.
  • Roundabout behaviour extracted from recorded driving (rounD), held behind a pre-registered validation ladder.

Replay Deck and junction behaviour

  • A Replay Deck to scrub, select, fork and compare runs.
  • Standing queues, per-approach signals, box junctions and pedestrian stages.
  • Give-way behaviour at unsignalised GB junctions.

The first 3D world

  • A chunked city pipeline for Totterdown, Bristol, locked to LiDAR terrain.
  • Buildings with level floors, terrace roofs and chimneys.

June

2026

Georeferenced exports and fidelity research

  • OpenDRIVE export placed on real-world coordinates.
  • Occlusion experiments comparing simple and detailed geometry at a Bristol junction.

Hazard Calculus v3.0.0

  • From what a driver cannot see to a minimum-risk speed, including degraded traction.
  • Gap acceptance calibrated on recorded intersection driving (inD) and validated at held-out locations.

Behaviour learned from real driving v2.0.0

  • A human gap-acceptance kernel fitted from recorded roundabout driving (openDD).
  • Traffic signals and a map-style visualiser for Bristol.
  • Windows release packaging.

An event-driven city engine

  • Free flow, car following and right of way as events, matching the reference engine on 12 of 12 cases.
  • A deterministic city-scale run and a throughput benchmark on modest hardware.
  • A directed multimodal GB road network.

The scenario machine

  • A standards-compatible OpenDRIVE junction export.
  • Scenarios with exact replay, a failure ledger and an edge-case finder.

May

2026

Road markings by country

  • Country-aware road marking profiles for OpenDRIVE, with a validator.

The first release v1.0.0

  • A deterministic traffic engine and an OpenDRIVE exporter.

Entries are written by hand. The counts above come from the project's own history, last changed on 19 September 2026.

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