Live data from Hacker News

How Pizza Tycoon simulated traffic on a 25 MHz CPU

pizzalegacy.nl

31–40 of 67 posts

Re: How Pizza Tycoon simulated traffic on a 25 MHz CPU

#31

Anyone know of any communities/game jams with the theme of "has no business running on such low hardware requirements"? Kind of like the demoscene but for games. There were many games growing up that gave me such a warped view of what was to be expected from the hardware. Battletoads, Crash Bandicoot, Marathon Trilogy (Macintosh), Age of Empires (Multiplayer), Roller Coaster Tycoon (of course).

Wolfenstein 3D would have to be on that list.

Re: How Pizza Tycoon simulated traffic on a 25 MHz CPU

#32
post #3

I was looking for this game on GOG only an hour ago having regaled a teenager with how great it was! It’s not on GOG unfortunately.

It’s on GOG and Steam. Pizza Tycoon was the US market name, internationally it was released as Pizza Connection https://www.gog.com/en/game/pizza_connection https://store.steampowered.com/app/598990/Pizza_Connection/

At least in Finland it was also Pizza Tycoon https://www.pelit.fi/artikkelit/pizza-tycoon-2/

Re: How Pizza Tycoon simulated traffic on a 25 MHz CPU

#33

I couldn't understand why someone would want to reimplement Pizza Tycoon, until I realized I played it's sequel as a child, which is much maligned compared to the original.

I tried the sequels and they never clicked for me either. Probably also due to the missing nostalgia factor :) As to why I did this; when I had some time between university and starting a job many years ago I was looking for a hobby coding project and was inspired by TTDPatch and OpenTTD so I figured I'd do the same but for Pizza Tycoon. No specific reason other than that I played the game a lot as a teenager and the…

Pizza Tycoon, while not the most famous game, is still very well regarded! I've only played Pizza Tycoon/Connection 2, and so I don't think nostalgia is why I didn't love it. That said, something about it stuck with me over all these years (I ended up purchasing it again as an adult on GOG, long having lost the disk).

Good luck! It's not always about the destination :P

Re: How Pizza Tycoon simulated traffic on a 25 MHz CPU

#34

Fascinating how constraint breeds elegance. 25 MHz forces you to find O(1) or O(log n) solutions where modern devs would reach for O(n²) and more hardware. Same principle applies to on-chain computation: gas costs force you to find closed-form solutions. For example, computing φⁿ (golden ratio to the power n) naively requires n multiplications. Using the matrix identity [[1,1],[1,0]]^n via repeated squaring gives you…

[deleted]

Re: How Pizza Tycoon simulated traffic on a 25 MHz CPU

#35
post #16

Earlier quoted context omitted.

Someone hasn't been watching their Biffa! https://www.youtube.com/watch?v=pGCoLh3NL7g It's all about the lanes and the flow.

Had no idea about this channel. 100% down my alley. Thanks for sharing!

It's amazing how "bad/inaccurate" the traffic simulators are in those games, even with great mods, and yet how informative they are about real traffic patterns.

Re: How Pizza Tycoon simulated traffic on a 25 MHz CPU

#37
This is a really nice observation. It reminds me of how cellular automata traffic models work in general — instead of giving each car a brain, you encode the rules into the cells and the car just asks "what does this cell tell me to do?" Way cheaper than pathfinding, and the emergent behavior from simple local rules often ends up looking more natural than scripted AI would. The constraint of a 25 MHz CPU basically forced them into the more elegant solution.

Re: How Pizza Tycoon simulated traffic on a 25 MHz CPU

#39
> Maybe 20 or 30 tiny sprites at a time, but they navigate the road network, queue behind each other at intersections, and generally look like a living city. Yes, it was a bit buggy because sometimes they would drive through each other, but it was good enough to just give some sense of life to the map. All that on a 25 MHz 386 CPU.

is that much of anything for a 25MHz CPU? We're talking about something cycling 25 million times per second, surely that's not such a big deal for a 386?

Re: How Pizza Tycoon simulated traffic on a 25 MHz CPU

#40
post #29

By making the roads single-direction and roads owning the movement, I think it’s been made equivalent to a conveyer belt… which means factorio’s conveyor belt optimizations might be relevant. Eg storing the delta between items rather than tracking position directly, because the distance between cars is static for the length of the road, except during compression, insertion or removal of a car https://www.factorio.com…

The distance is not static because of cars stopping for one another.
Post reply on HN