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theanzelm
searching PlanetScale…
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61.
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by
theanzelm
4y ago
Hi! I’m the developer of Citybound. I’m happily surprised to find this on HN again. The project is currently on a hiatus because I’m focusing on building a startup, but Citybound is an will always be my 100% passion and “anything goes” rese
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by
theanzelm
6y ago
Thank you, this is the cleanest deconstruction of this argument I've ever seen. I think the fundamental misconception is that speech "cannot infringe other's freedoms" like physical actions can, so no tradeoffs of indivi
63.
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by
theanzelm
8y ago
Indeed!
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theanzelm
8y ago
A kind of metric for Citybound for me is "can some of the world's most interesting/unique cities happen organically in it" - so canals would be an example of that.
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theanzelm
8y ago
If I will add scripting, I will probably use JS, since I already have interop with that in the browser UI. Gluon or Dyon are neat, but they are weird enough (in my opinion) that people might as well learn Rust instead of scripting.
66.
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by
theanzelm
8y ago
The thing that impresses me with factorio is how smoothly the game challenges scale with you learning and mastering one game aspect after the other. Basically, you learn something that solves all your current problems, but that directly cre
67.
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by
theanzelm
8y ago
First time I saw SimAirport, looks wonderfully antsy! I'd love to discuss traffic with you on the Citybound subreddit, since I think there might be other people interested in such implementation details :)
68.
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by
theanzelm
8y ago
This is just a disclaimer to be extra cautious. I'm mostly worried about WebGL causing a GPU panic on some weird old hardware. The simulation itself doesn't even touch the filesystem. And you get the unrecognised application messa
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by
theanzelm
8y ago
A-Train (which also works like that) was a huge inspiration for me. All that's missing would be a way to auto-grow all other infrastructure except the transport company's. Then the rest of the detailed simulation should already &q
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by
theanzelm
8y ago
I'm really glad to hear that. Not many people know about actors and even less believe it can suit their problem.
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theanzelm
8y ago
Yes, I factored out quite a bit of generic parts of the engine into libraries and took some steps to cut down on number of generics being instanced (which was one of the main drivers of compile time). Now I'm left with pretty much the
72.
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by
theanzelm
8y ago
There is already a monetary economy with employment, commuting and purchases. One of the things I hope to do soon is to factor out some of the variables of the economy simulation to make it easier to mod without having to understand the ful
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by
theanzelm
8y ago
There is a small tutorial in the game menu and you can check the settings for keybindings.
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by
theanzelm
8y ago
Yes!
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by
theanzelm
8y ago
Exactly. My actor system operates on much smaller, much simpler actors. See the sibling comment for my in-depth talk on it.
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by
theanzelm
8y ago
I’m really hoping to get the project to a point soon where it is easily hack able even for people who are just starting out to code, or even for whom this will be the first contact to code. But I’m far from being there, right now it is a pr
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by
theanzelm
8y ago
You're right. I'll test it when I get a chance
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by
theanzelm
8y ago
Making them get lost is as easy as picking a random turn instead of the correct one with a certain probability.
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by
theanzelm
8y ago
I actually got annoyed by it myself when opening the page on my phone to check something. So I disabled autoplay now. Thanks for sharing your concern.
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theanzelm
8y ago
Not really. Which documentation exactly do you mean? Code or for players?
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theanzelm
8y ago
As a point of reference "warmed up" compilation for me still takes ~1minute. Bearable for general work, horrible for quick tweaks or UI-related work.
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by
theanzelm
8y ago
Once most features work in 2D, I’ll extend to 3D terrain. I’ll probably have over and underpasses before that for better traffic routing.
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by
theanzelm
8y ago
Yes, see my other comment on that here somewhere (on mobile)
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by
theanzelm
8y ago
Check out my RustFest talk on it: https://youtu.be/qr9GTTST_Dk
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by
theanzelm
8y ago
It’s kind of tricky with a project that’s still that much in flux, I’m still prioritizing features over stability. That being said, I actually plan to merge that particular PR soon. I’ve accepted many superficial PRs that did things like up
86.
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by
theanzelm
8y ago
A much simpler, but faster version of some of Erlang yes. It was a huge inspiration. If I hadn't done some stuff in Erlang before, I would never have invented this architecture, and probably would never get the idea to do multiplayer.
87.
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by
theanzelm
8y ago
Their actor implementation / event loop works on a higher level than mine. Mine is super simplistic intentionally to offer high performance. Being optimised for cache locality, processing similar actors in batches, using custom allocat
88.
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by
theanzelm
8y ago
Believe me, it is just as depressingly amusing for me, coming from Europe. Cars were simply the most important to have first, since they offer both short and long distance travel for simulated citizens. I very much want it to be possible to
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by
theanzelm
8y ago
Yes, that's me. Thanks!
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by
theanzelm
8y ago
I just disabled ligatures for now. Does that fix it?
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