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YesBox
searching PlanetScale…
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11 ms
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211.
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YesBox
4y ago
Path finding is a tricky problem. I developed my own algorithm[0] for a city builder game (Metropolis 1998) I'm working on. I needed an efficient solution to finding _all_ shortest paths between two points, and after a few weeks of tru
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YesBox
4y ago
Hey HN, I've been working on a city builder game over the last year and wanted to share my progress. I was a huge fan of Roller Coaster Tycoon and SimCity growing up as a kid (I still play RCT). I left my job in November 2021 to start
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YesBox
4y ago
For those who like this type of game, I'm working on a city builder heavily inspired by Dwarf Fortress. Demand will be much more granular than traditional city builders (e.g. specific business/service needs and building the approp
214.
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YesBox
4y ago
For those who like this type of game, I'm working on a city builder heavily inspired by Dwarf Fortress. Demand will be much more granular than traditional city builders (e.g. specific business/service needs and building the approp
215.
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YesBox
4y ago
Ah yeah, SFML removed access to the depth buffer/z height. Should have mentioned that sooner!
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YesBox
4y ago
Unfortunately SFML removed that option from their frame work. Otherwise I would!
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YesBox
4y ago
Caveat: I dont have any experience with 3D games, so we may not be speaking the same dialect. My game is an "old fashioned" isometric game, meaning it is a 2D game through and through. All assets are square (for top down) or recta
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YesBox
4y ago
I'm currently working on an isometric city builder game. It took me awhile to figure out how to depth sort all assets properly and quickly. I have walls that sit on the edge of a tile, i.e. they take up almost no floor space. Since my
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YesBox
4y ago
I share the same concerns. The intensity of the traffic simulation will be adjustable by the player. I have up to three options I am considering implementing. e.g. The player could set a fixed percentage of units that teleport to their dest
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YesBox
4y ago
Pretty cool! If people are still interested in playing city builder games, I am in the middle of developing one right now. I cleared the CPU hurdle of path finding via developing my own algorithm ( old demo here: https://www.yout
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YesBox
4y ago
If you're interested in playing a new game in this genre, I've been developing a city builder game over the last year, heavily inspired by Dwarf Fortress, Rim World, Cities: Skylines, Sim City, etc. My game will have more granular
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YesBox
4y ago
If you're interested in playing a new game in this genre, I've been developing a city builder game over the last year, heavily inspired by Dwarf Fortress, Rim World, Cities: Skylines, Sim City, etc. My game will have more granular
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YesBox
4y ago
This is an interesting approach, though I dont think it will work. Vehicles/units move pixel by pixel, not tile by tile. Each wall tile in my game takes up one tile, and walls sit on the edge of a tile. I dont think this will handle un
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YesBox
4y ago
This works perfectly for isometric cubes, and is what I do currently. If you imagine two long rectangles, one in each of your two hands, and pretend they are two cars passing each other in an isometric world, you will see that pretty soon,
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YesBox
4y ago
Somewhere between one to $tile_size pixels. Tile size depends on the zoom level (I'm using SFML, had to add a separate sprite sheet for each zoom level cause SFML's built in zoom out method is awful). This is the first time of hea
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YesBox
4y ago
I'm developing an isometric city builder game. I've figured out how to depth sort everything on the CPU efficiently, though there were some ugly workarounds I had to implement. Suffice to say, for anything outside of buildings, so
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YesBox
4y ago
Thanks for mentioning those, I havent heard of either
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YesBox
4y ago
Shoot me an email (in profile)
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YesBox
4y ago
Seems like a lot of people like your approach, so I'll clarify. I am focused on releasing my game because I want to continue working for myself and having the opportunity to choose/direct my creativity every single day. The journe
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Ask HN: Any solo game developers here?
173 points
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YesBox
4y ago
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96 comments
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Show HN: Pathfind 1M agents to unique destinations in my video game
3 points
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YesBox
4y ago
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0 comments
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YesBox
4y ago
Interesting, I assumed the roads were not going to change frequently (but rather, in bursts). So I used that premises to develop my algo. To enforce this behavior (on a code level), I will be adding a "planning" mode, where roads
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YesBox
4y ago
Quick update, I've released a video showing off my algorithm to the extreme (path finding 1,000,000 units), as well as other development progress. https://www.youtube.com/watch?v=x0HCnQqF5K4
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YesBox
4y ago
Currently I can close edges (i.e. an individual road between two intersections), but right now I would have to rebuild the path finding graph each time the graph changes. I was thinking of this problem too, cause it would be really cool to
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YesBox
4y ago
Right now the units are moving in tile-sized increments. I'll be implementing floating point movement soon. I move the map around while the units are moving and you'll see its not at 4 FPS. I think with any quasi-infinite growth g
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YesBox
4y ago
Im working on a game in the same vein: Archapolis, a city builder with real time traffic simulation and interior views of your citizens homes (which you can customize/build yourself if you want), so you can watch them live their lives.
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YesBox
4y ago
Neat! Thanks, I will look into this
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YesBox
4y ago
I recently wrote some multi-threaded code (for the first time) for a game I'm working on. Luckily the data I need to process is in a (C++) vector, so I was able to break the data up by dividing the vector size by available cores. I cer
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YesBox
4y ago
You might be interested in my game. I'm working on Archapolis, a city builder with real time traffic simulation and interior views of your citizens homes (which you can customize/build yourself if you want), so you can watch them
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YesBox
4y ago
I pinged your gmail. I misread your OP and thought your were tinkering with existing games, not building your own model. Very very cool!
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