Hi, I'm the main developer of Egregoria.<p>I did not expect to end up on hackernews that early. While I've been working on this project on and off for 3 years it is still in its infancy. I have so many things I want to rewrite, so many features missing even for the most basic game loop. So many 3D models I have to make.<p>And so little time! Working on this as a side project with a full time job has been hard at times. I do not recommend making city builders :D<p>I wish I anticipated the attention so I would have given the README bit more love.<p>Anyway, I will try to answer any questions in the comments.
I wish the dev could work on this full time! What he has accomplished so far is amazing. (Hi Uriopass, if you see this!)<p>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.<p><a href="https://store.steampowered.com/app/2287430/Metropolis_1998/" rel="nofollow noreferrer">https://store.steampowered.com/app/2287430/Metropolis_1998/</a>
Out of curiosity, are there any simcity 4 refresh out there?<p>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.<p>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 beyond the 20 years old base game code and addons... Or am I oblivious?
A city builder really designed around zoning and free-form lane plots would be interesting - especially if you only could control the general zoning and not how they would subdivide the land and use it.
Truly impressive endeavour! I would definitely love to contribute, thanks HN for showing this up this morning! Rust + architectural models + wgpu is a great combo!<p>I am still in the mid-early learning phase of Rust, but it's where I'm putting my learning juices in... and at this point I can consider myself a professional architectural 3D modeller (<a href="https://www.myminifactory.com/users/TheLazyForger" rel="nofollow noreferrer">https://www.myminifactory.com/users/TheLazyForger</a>).<p>Would be happy to contribute (in fact I opened a couple of issues right now), is there a Discord or equivalent? I couldn't seem to find it on the github readme.
> Egregoria is focused on the socio-economical aspect of a city, with a logistics element.<p>Oo this is cool. What simulated elements are present/planned so far? Is there like a mini economy and things like actor preferences implemented? I checked out the devblog and although aspects like 3D rendering are interesting, I'm more interested in the simulation details and mechanics.
Has anyone used any of these sims to try model what a city may be like with autonomous vehicles.<p>Or, specifically, for lack of a better term, a city(s) where all transportation is done through a ride sharing system, including autonomous vehicles and mass transit.<p>I’m guessing it’s a combination traffic and economic sim (to deal with issues like surge pricing).<p>But maybe it could examine questions like:<p><pre><code> * do autonomous vehicles reduce the overall number of vehicles.
* lower necessary street capacity.
* can parking be moved outside the city center (for example overnight parking when demand is lowest and cars are idle/charging).
* how do pedestrian patterns change.
</code></pre>
Etc.
Are there any examples of sim games like this being used by real cities? I could imagine it'd be a useful visualization for where tax revenues are generated/utilized at the very least.
Looks interesting - I tried to build it but got:<p>[ 2176412 ERROR C:\Users\user\.cargo\registry\src\index.crates.io-6f17d22bba15001f\wgpu-0.16.0\src\backend\direct.rs:1174] Shader translation error for stage ShaderStages(NONE | FRAGMENT): FXC D3DCompile error (0x80004005): C:\Users\user\git\Egregoria\called `Result::unwrap()` on an `Err` value(432,18-24): error X3005: 'ddx': identifier represents a variable, not a function<p>(Windows 10)
On macOS:<p>> Unable to open libEGL<p>No idea where to get that.<p>And,<p>> thread 'main' panicked at 'texture not found at path: assets/sprites/blue_noise_512.png
This looks really good, congrats.<p>> in Rust<p>> Egregoria is an indie city builder, mostly inspired by Cities:Skylines.<p>I tried to find out what techbuilt with and it seems like it's Unity and C# which surprised me a bit, but it's cool to hear.