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Egregoria: 3D City Builder without a grid

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101–110 of 113 posts

Re: Egregoria: 3D City Builder without a grid

#101
post #6

Earlier quoted context omitted.

I remember a software, where you could take real world streets, run traffic simulations on it, and also make changes to the street layout. Basically, fix the crossing that costs time on your commute every day. I read about it many years ago, sadly forgot its name and a bit of searching didn't make it show up. So leaving this here in hope someone knows what I am talking about and drops a link. I'd like to read up on w…

Hi! https://a-b-street.github.io/docs/project/history/retrospect... has a summary of where the project went. The original scope of the traffic simulation was too grandiose, and it was hard to influence real decision-making with something so complex and buggy. A/B Street morphed into several simpler tools focused on specific problems (removing through-traffic through an area, estimating uptake of new cycle lanes). I'm…

thanks for the summary and link, yes it was pretty boldly scoped indeed:)

Re: Egregoria: 3D City Builder without a grid

#102

Earlier quoted context omitted.

What are your thoughts about AI generated 3D assets that many, now startups, promise to sell to indie developers? For me, it sounds like city models such as cars and buildings will be one of the easiest models to generate (from what I have seen in papers). As an indie dev myself I'm counting on that I will be able to buy most 3D content for a fraction of time/cost in a couple of years. And I plan my development aroun…

I'm all for AI generated content. I think any automation helps push society forward. In practice however I didn't see any real good generated 3D asset for now. The problem is probably much harder as there are far more 2D assets than 3D, especially with PBR support.

A game I'm playing recently started with AI generated art, then has their artists adjust it or re-do it later when they have time.

That is 2D though.

Re: Egregoria: 3D City Builder without a grid

#103

Out of curiosity, are there any simcity 4 refresh out there? That game was way ahead of its time. I just want a 2023 version, but just couldn't seem to find it. Every successor game and other games seem to either focus on details/individuals or 3D effects with far less scale. We have far more capable hardware to run large cities and more growable lots and better traffic pattern. But a better Simcity 4 is never made b…

Why not just startup simcity 4 then?

The base engine is from 2003, and likely haven't been updated since.

There's nothing wrong with that, since software does last far longer than hardware does. But the limitation shows (i.e. limited to 1080p, limited calculation logic to support hardware spec of the time).

I wonder if there's any scale first city building games that picks up that niche since.

Re: Egregoria: 3D City Builder without a grid

#104

Earlier quoted context omitted.

What are your thoughts about AI generated 3D assets that many, now startups, promise to sell to indie developers? For me, it sounds like city models such as cars and buildings will be one of the easiest models to generate (from what I have seen in papers). As an indie dev myself I'm counting on that I will be able to buy most 3D content for a fraction of time/cost in a couple of years. And I plan my development aroun…

I'm all for AI generated content. I think any automation helps push society forward. In practice however I didn't see any real good generated 3D asset for now. The problem is probably much harder as there are far more 2D assets than 3D, especially with PBR support.

Check out: https://github.com/nv-tlabs/GET3D

License looks open. Very demanding hardware requirements (8 A100s).

Re: Egregoria: 3D City Builder without a grid

#105
post #17

I wish the dev could work on this full time! What he has accomplished so far is amazing. (Hi Uriopass, if you see this!) Im working on a game in the same vein: Metropolis 1998, a city builder with real time traffic and interior building views, which you can design yourself if you want. Aesthetically, it's a beautiful throwback to the games I grew up playing as a kid. https://store.steampowered.com/app/2287430/Metropo…

Is Metropolis 1998 going to be Windows-only?

Re: Egregoria: 3D City Builder without a grid

#106

Earlier quoted context omitted.

I feel genuinely insane trying to parse this site. It's a miracle that there's no mention of Web3.

Oh I just assumed this was all on the blockchain.

You guys are a little behind. Web3 is dropping the Metaverse and moving on to AI now.

Re: Egregoria: 3D City Builder without a grid

#107

Earlier quoted context omitted.

Oh I just assumed this was all on the blockchain.

You guys are a little behind. Web3 is dropping the Metaverse and moving on to AI now.

I just assumed the blockchain was created by AI.

Re: Egregoria: 3D City Builder without a grid

#108
post #104

Earlier quoted context omitted.

I'm all for AI generated content. I think any automation helps push society forward. In practice however I didn't see any real good generated 3D asset for now. The problem is probably much harder as there are far more 2D assets than 3D, especially with PBR support.

Check out: https://github.com/nv-tlabs/GET3D License looks open. Very demanding hardware requirements (8 A100s).

What on earth makes you think that license looks open? Read carefully, its license is very restrictive.

Re: Egregoria: 3D City Builder without a grid

#109
post #63
post #28

Earlier quoted context omitted.

You perfectly describe my sentiment every time I try playing CS. No matter how gorgeous it looks at some point it just strikes as hollow and disengaging.

The simulation is just so fake, almost everything that goes on is just decorative. There is a budget, but after the first 30 minutes you'll always be running an enormous surplus without trying. Citizen commute to work, but if they can't get there, the workplaces will continue to work, with some trivial penalty to efficiency. There is traffic simulation, but if a jam forms, vehicles will start vanishing to unblock the…

I think a lot of the issues are symptoms of a greater design issue that I don't think is solvable:

Wanting traffic to visually flow in real-time speeds without having a 24-hour (real-time) day cycle.

If you want 1 day to be 60 minutes, and someone's commute takes 10 minutes, that means their car will be on the road for 33% of the game time, when in reality, a 10 minute commute would be 1.375% of a day's time. The result is the overall, there's FAR more traffic on the roads in C:S than is realistic.

Industrial especially just spawns far too much traffic, far more than is realistic. If you think 1 factory produces 5 semi-trucks worth of goods per day, but they spawn all those trucks in a 1-hour period and have them drive at real-time speeds, you end up producing 24x as many trucks as you should.

But as I said above, I don't think the problem is solvable and still make a fun game. You either have to make an in-game day take 24 hours, or make the cars animate faster.

Re: Egregoria: 3D City Builder without a grid

#110

I wish, it was possible to build a city that is not car-centric.

yeah bummed that skylines 2 won’t have cycling at launch… are there any good road + pedestrian + cyclist simulators?

A|B Street does some of that, but it is not a game: https://github.com/a-b-street/abstreet
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