Uploaded June 2026 | Updated September 2026, 2 weeks ago
You can't hand-place roads on a world that doesn't exist yet — and a one-time pass at spawn falls apart the moment the player walks past it.
This video shows how WorldGen generates a deterministic road network across infinite procedural terrain — settlements as a pure function of the world seed, roads connected with a planar Relative Neighborhood Graph, and the terrain graded to the road as chunks stream in.
The key property: because every chunk recomputes the same network from the seed, road carving is seam-free across chunk boundaries with no coordination between chunks.
Covered in this video:
✔ Why hand-placed roads break on infinite worlds
✔ Deterministic settlements — pure function of (seed, region)
✔ Settlement validation — flat ground, above sea level, below snow line
✔ Relative Neighborhood Graph — planar, connected, no crossings
✔ Slope-weighted A* routing with straightness control
✔ Terrain deformation — flat road bed + feathered shoulders
✔ Water avoidance + above-water causeway clamp
✔ Level junction pads at every settlement
✔ Seam-free streaming by construction (no coordination, no shared state)
────────────────────────────────────────
🌍 GET WORLDGEN
────────────────────────────────────────
► Get it on FAB ($49): fab.com/listings/e4e93fbe-9326-40b8-a043-a809f788306a
► Free Playable Demo: patreon.com/posts/156846235
► Project File ($20 tier): patreon.com/posts/160313800
► Documentation: patreon.com/posts/156885289
────────────────────────────────────────
🏙️ ALSO AVAILABLE
────────────────────────────────────────
► CityGen — Runtime City Builder built on WorldGen ($59): fab.com/listings/943e7e83-f24c-4914-a3b5-d6ac38a9f017
────────────────────────────────────────
🎮 SUPPORT & COMMUNITY
────────────────────────────────────────
► Patreon (project files, early access): patreon.com/cw/CodeLikeMe
► Subscribe: youtube.com/codelikeme
#UnrealEngine #UE5 #GameDev #ProceduralGeneration #IndieDev #OpenWorld #ProceduralRoads #RoadNetwork #WorldGen #UE5Tutorial #ProceduralTerrain #InfiniteTerrain
You can't hand-place roads on a world that doesn't exist yet — and a one-time pass at spawn falls apart the moment the player walks past it.
This video shows how WorldGen generates a deterministic road network across infinite procedural terrain — settlements as a pure function of the world seed, roads connected with a planar Relative Neighborhood Graph, and the terrain graded to the road as chunks stream in.
The key property: because every chunk recomputes the same network from the seed, road carving is seam-free across chunk boundaries with no coordination between chunks.
Covered in this video:
✔ Why hand-placed roads break on infinite worlds
✔ Deterministic settlements — pure function of (seed, region)
✔ Settlement validation — flat ground, above sea level, below snow line
✔ Relative Neighborhood Graph — planar, connected, no crossings
✔ Slope-weighted A* routing with straightness control
✔ Terrain deformation — flat road bed + feathered shoulders
✔ Water avoidance + above-water causeway clamp
✔ Level junction pads at every settlement
✔ Seam-free streaming by construction (no coordination, no shared state)
────────────────────────────────────────
🌍 GET WORLDGEN
────────────────────────────────────────
► Get it on FAB ($49): fab.com/listings/e4e93fbe-9326-40b8-a043-a809f788306a
► Free Playable Demo: patreon.com/posts/156846235
► Project File ($20 tier): patreon.com/posts/160313800
► Documentation: patreon.com/posts/156885289
────────────────────────────────────────
🏙️ ALSO AVAILABLE
────────────────────────────────────────
► CityGen — Runtime City Builder built on WorldGen ($59): fab.com/listings/943e7e83-f24c-4914-a3b5-d6ac38a9f017
────────────────────────────────────────
🎮 SUPPORT & COMMUNITY
────────────────────────────────────────
► Patreon (project files, early access): patreon.com/cw/CodeLikeMe
► Subscribe: youtube.com/codelikeme
#UnrealEngine #UE5 #GameDev #ProceduralGeneration #IndieDev #OpenWorld #ProceduralRoads #RoadNetwork #WorldGen #UE5Tutorial #ProceduralTerrain #InfiniteTerrain










![Why More FPS Made My UE5 Game Feel WORSE
I packaged my UE5 city builder, ran it at 200+ FPS, and it felt awful. Stuttery, jolty, every camera pan made me wince. The fix was three lines in an ini file. Heres the story.
This video walks through how I diagnosed it with `stat unit` and `stat unitgraph`, why high FPS made the same spike feel six times worse than it would at 60 FPS, the math behind perceived smoothness, and the exact `DefaultEngine.ini` changes that fixed it. The deeper lesson — variance beats raw rate — applies to most performance work, not just UE.
The underlying chunk-upload spike that caused this is still there; capping the FPS just changed how big it felt. The proper fix (PSO precaching, lowering MaxBuildsPerFrame, foliage density tuning) is a separate video. For now, the cap ships.
────────────────────────────────────────
🎮 PROJECTS IN THIS VIDEO
────────────────────────────────────────
► CityGen on FAB (just released!): https://www.fab.com/listings/943e7e83-f24c-4914-a3b5-d6ac38a9f017
► WorldGen on FAB: https://www.fab.com/listings/e4e93fbe-9326-40b8-a043-a809f788306a
► Patreon (early access + project files): https://www.patreon.com/posts/160090493
[TIMESTAMPS — to be added after edit, from transcript]
────────────────────────────────────────
🎮 SUPPORT & COMMUNITY
────────────────────────────────────────
► Patreon: https://www.patreon.com/cw/CodeLikeMe
► Subscribe: https://www.youtube.com/codelikeme
────────────────────────────────────────
#UnrealEngine #UE5 #GameDev #FramePacing #VSync #IndieDev #GamePerformance #CodeLikeMe #UE5Tutorial #UnrealEngine5
► 👇 𝐒𝐮𝐩𝐩𝐨𝐫𝐭 𝐓𝐡𝐞 𝐂𝐡𝐚𝐧𝐧𝐞𝐥 // 𝐁𝐞𝐜𝐨𝐦𝐞 𝐀 𝐏𝐚𝐭𝐫𝐨𝐧!
https://www.patreon.com/codelikeme Why More FPS Made My UE5 Game Feel WORSE](https://i.ytimg.com/vi/lxMhZPP2-oY/mqdefault.jpg)