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YesBox
searching PlanetScale…
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16 ms
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241.
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by
YesBox
4y ago
It's a solved problem. Off road travel off screen will use timed-teleporting, on screen I will use A*. I dont need to worry about real time path finding inside homes (no traffic, no combat, etc) if the unit isnt visible. If this is som
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YesBox
4y ago
Thanks! I appreciate it. The player connecting to the world they build is vital IMO. I'll be using old.reddit.com/r/Archapolis if you want to know when the first release is out.
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YesBox
4y ago
Awesome, thanks! I may release a prealpha version for free or very very cheap in the coming months. Feedback is really important to me. I'm aiming for a Venn diagram that captures what I want and what the users want.
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YesBox
4y ago
Thanks! For now I'm using old.reddit.com/r/archapolis www.yesboxstudios.com for blogging about development if you prefer long form
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YesBox
4y ago
You might be interested in what I'm setting to out build. I'm working on Archapolis, a city builder with real time traffic simulation and interior views of peoples homes (which you can customize/build yourself if you want). W
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YesBox
4y ago
I've figured out how to make the path finding scale well-enough. Before I was using a hash table but that ate up 12.5 GB of space for 10,000 nodes. I looked around for better hash libraries and managed to lowered the RAM needed to 10 G
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YesBox
4y ago
That would be quite an impressive game. Each simulation would need to be automateable in case the player does not want to manage that particular aspect of the game. Otherwise the game will fall into the trap of "trying to please everyo
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YesBox
4y ago
This is such a fascinating challenge I want to tackle! I'm creating Archapolis, a city builder game. Handling the micro economy is a far off goal. But one aspect of the game I want to implement on the macro scale is charging ~30% more
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YesBox
4y ago
I'm working on Archapolis, a city builder game. I have been considering the feature you are desiring. The problem to solve is giving the player something to do while the buildings are being constructed. One way I have potentially solve
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YesBox
4y ago
2x Thanks! I'm using C++, SFML (graphics framework), and SQLite (for data storage/saves). Game & engine is developed from the ground up. A lot of people choose existing engines for their games. I definitely would if I were to
251.
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by
YesBox
4y ago
You might be interested in what I'm setting to out build. I'm working on Archapolis, a city builder with real time traffic simulation and interior views of peoples homes (which you can customize/build yourself if you want). V
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YesBox
4y ago
I'm working on Archapolis, a cross between sim city and the sims (and inspired by Dwarf Fortress, Cities Skylines). I'm working on real time traffic / pathfinding currently. My game can handle 100K to 300K agents path finding
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YesBox
4y ago
I still play this game today. I managed to carry along an older version of RCT Deluxe (before it was patched up to defeat all the cheats) for all these years, with the cheat program "beast trainer" (or "cg_beast").
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YesBox
4y ago
Err, have you played the game? I cant get past 100,000 without the game beginning to slow down. I have a decent computer too. I was bothered by this problem so I solved it for my own city builder game, Archapolis (still very early developme
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Show HN: New Pathfinding Algorithm
2 points
by
YesBox
4y ago
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0 comments
256.
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YesBox
4y ago
A 30+ FPS Perfect Dark would be amazing. The RAM extension pack wasn't enough for that game. The AI was pretty good IIRC (although definitely went in loops). Had lots of fun playing 1 vs 11 medium difficulty. I miss throwing N-bomb gre
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YesBox
4y ago
How would one learn about this depth of C and its optimizations? I'm interested in it as an art form, something to do in my spare time.
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YesBox
4y ago
Wow, immediate 25% drop https://www.marketwatch.com/investing/stock/nflx?mod=over_se...
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Ask HN: Who's working on their video game?
9 points
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YesBox
4y ago
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6 comments
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Show HN: Solving path finding in the city builder game Archapolis – 200K Units
(youtube.com)
1 points
by
YesBox
4y ago
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0 comments