The History of Quicksilver

From a C++ app driven by TIGER/Line graphs 25 years ago to a modern React application. A journey through my love for routing algorithms and optimization.

A 25-Year Obsession

I have harbored a deep love for routing algorithms for over two decades. There is something intensely satisfying about viewing the chaotic grid of a city as a pure mathematical graph and threading an optimal path through it. That passion sparked a desire to bring a map-based routing game to life.

Exactly 25 years ago, long before the modern era of Google Maps, Mapbox, or easy-to-use web-based mapping APIs, this game existed in a rudimentary form.


The C++ and TIGER/Line Era

The original iteration of Quicksilver's Free Play mode was a C++ application I wrote from scratch. Because off-the-shelf map rendering didn't exist at the time, I relied on the U.S. Census Bureau's TIGER/Line files—raw, cumbersome GIS data intended for demographic surveying.

Parsing the raw vectors, I used basic raster graphics to draw the city streets pixel by pixel. While it was graphically primitive, the core graph theory underneath was solid. The joy of dispatching tiny pixels across an accurate, digitized city grid stuck with me ever since.


Modernizing with React & TypeScript

Fast-forward to today. The landscape of web development has completely transformed. Writing this game in modern TypeScript with React has been an incredibly fun and rewarding journey. The current tech stack provides all the rich UI features, immediate interactivity, and crisp vector graphics I ever could have dreamed of 25 years ago.

Quicksilver is finally the game I envisioned all those years ago: a tactical puzzle of route optimization with reward constraints, inventory management, and shortest-path calculation, wrapped in the lore of a bike messenger dispatch center.

I bid you many speedy deliveries!!