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theanzelm
searching PlanetScale…
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11 ms
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91.
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by
theanzelm
8y ago
The whole idea behind dumb client/simulation server was to be able to support cities too big to be simulated on one machine (the simulation server can be distributed). I already have quite sophisticated streaming logic that basically m
92.
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by
theanzelm
8y ago
I appreciate the sentiment and always suspected as much about SimCity. My goal for Citybound is really a meta one: to be flexible enough to try out any number of government and planning styles and for the simulation to be tweakable enough t
93.
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by
theanzelm
8y ago
You're right. I want to switch to TypeScript in the front end, I use it in most other projects where I can. What would be amazing is if I could generate TypeScript defs from Rust types for type safe interop.
94.
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by
theanzelm
8y ago
I'd love to know. AFAIK all builds include debug info, so it can't be that.
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by
theanzelm
8y ago
I would love and very much want such things to be possible - and to still make it an obvious reaction to your player decision.
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by
theanzelm
8y ago
Yes, I also have a lane changing model. What exactly would you like to see in a writeup? And which teaching setting do you have in mind?
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by
theanzelm
8y ago
It's just crossed out because I didn't write anything about my plans yet in the design document. I do want to have a weather and water simulation at some point.
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by
theanzelm
8y ago
You can try out a live build: https://aeplay.org/citybound-livebuilds
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by
theanzelm
8y ago
It's a spectrum. My goal is to "teach the right things" that you would need in a realistic setting and have the simulation try it's honest best to simulate everything in realistic scope, detail and behaviour, but I might
100.
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by
theanzelm
8y ago
Thank you so much for becoming a Patron! Citybound's architecture is highly unusual with its distributed simulation backend and browser rendering frontend, so I'm not sure how good it is as a reference. It's also almost not d
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by
theanzelm
8y ago
I build a simulation engine, based on a high performance distributed actor system library I wrote for just this purpose. It is generic, but a lot of the performance trade-offs are with Citybound's needs as the main driver.
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by
theanzelm
8y ago
This works well if you only care about the class of destination. In Citybound, people have unique, persistent homes, jobs and favourite suppliers of goods, so you always need point-to-point routing. I'm using a kind of internet-like dy
103.
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by
theanzelm
8y ago
It actually worked out way better than I expected. With a bit of memoization using references to immutable objects and some "hotness" grouping mechanisms for renderables that change frequently, but not every frame, you get a purel
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by
theanzelm
8y ago
There's a lot of interesting stuff going on in there. First, for the curves itself, it does a kind of naive approximation optimisation and builds a curve out of line and arc segments that tries to follow the control points as closely a
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by
theanzelm
8y ago
Hopefully soon I'll have a sandbox server hosted somewhere!
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by
theanzelm
8y ago
I didn't really ship it yet (got posted here by someone else), it's in continuous development for already ~5 years.
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by
theanzelm
8y ago
I didn't play it enough (yet) to feel comfortable putting it there, compared to the other things I listed as inspiration. I feel like it deserves a more in-depth comment/comparison. I've only watched let's plays of it so
108.
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by
theanzelm
8y ago
Transit, pedestrians and later bikes will be the next features I want to work on regarding transportation, after I make all aspects of the simulation scale to larger-than-rural settings with car traffic.
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by
theanzelm
8y ago
I assume you talk in terms of what constitutes an actor in the actor system: because cars on one strip of road interact highly locally, so processing them in one batch makes a lot of sense performance wise, vs. every car sending messages to
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by
theanzelm
8y ago
Exactly. And I do use Rust compiled to WebAssembly to do lots of the "render preparation" work (converting streamed simulation states into render buffers), which makes it pretty fast.
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by
theanzelm
8y ago
I had a nice comparison because I first tried to do a native implementation in C++ and - wanting to do some custom low-level "stuff" for my simulation actor system (related to allocation and networking) - I ran into so many footgu
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by
theanzelm
8y ago
Appearances will be increasingly important to Citybound, I’m going for a flat shaded but super detailed look. Thanks for becoming a patron, much appreciated!
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by
theanzelm
8y ago
Author of Citybound here! Feel free to ask me any questions about the project! I’m mostly active on the Citybound subreddit in general. Also, check out the main homepage at https://aeplay.org/citybound for a more player-cen
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by
theanzelm
8y ago
Author here, thanks for letting me know, I’ll test the font on more devices and fix it!
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by
theanzelm
15y ago
Hi, blogger's new "dynamic views" template that I'm using seems to be powered by js exclusively. Sorry about the inconvenience.
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theanzelm
15y ago
thanks! I'm still a student so I try to use my luxury of free time as good as possible.
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Show HN: Minecraft terrain generation on the GPU with JavaCL
(biomesplus.blogspot.com)
8 points
by
theanzelm
15y ago
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8 comments
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Show HN: Syntax Tree Editor (my first HTML5 "app")
(ansel.ms)
2 points
by
theanzelm
15y ago
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0 comments