I am sort of skeptical that a modern CPU couldn't handle the simulation of that many SIMs. Don't get me wrong, it's a lot o data, but I have seen my Pentium 4 at work scream through some pretty massive amounts of data sets, and that is in inefficient Java code. I would love to know some more of the implementation details because I really do wonder about this.
Again, this is an example of a poorly designed city. The game's traffic has glaring issues, and needs an INSANE amount of extra management (let me pick where stoplights are plz!) but don't blame the game for someones' shitty city off Reddit.
The owner of that image could fix it by replacing the dirty road with an equal-quality avenue, even if he had to demolish some city buildings to do so.
Unfortunately, the AI taking the shortest route possible works against players.![]()
?
The dirt roads aren't even being used. How could they be causing the traffic problems in that image?
If UE4 can handle millions of particles iam sure some million sims shouldnt be the problem.
That's apples to oranges. Particle effects are done on hardware optimized for that type of operation. This is a general purpose computing issue so specialized hardware can't help. I still can't help but feel that things should be running way better than they are but unless I know the architecture I can't really say.
I am sort of skeptical that a modern CPU couldn't handle the simulation of that many SIMs. Don't get me wrong, it's a lot o data, but I have seen my Pentium 4 at work scream through some pretty massive amounts of data sets, and that is in inefficient Java code. I would love to know some more of the implementation details because I really do wonder about this.
Is Caesar III considered inferior to Caesar II?
Also the fact that Maxis basically dared players to follow a sim through their daily life would have made the fakery obvious eventually.
That sounds very likely what happened. It would be strange that they built it out intending to be the under the hood mess it is now. It feels like a game full of compromises.So, I could see how they might have promised something that got cut in the pressure to ship (assuming it ever worked at all).
That sounds very likely what happened. It would be strange that they built it out intending to be the under the hood mess it is now. It feels like a game full of compromises.
It's actually a lot of fun. It's only $7.49 on Steam right now, well worth it.
Uh, the people playing a game on Steam are not necessarily the same as the people playing a SimCity game, and I wouldn't be surprised if a good chunk of SimCity's audience has never heard of Steam.We went over this in a previous thread; a steam survey found 95% of the population runs at least two cores.
It's currently $10 for the game and all DLC (including the Modern Times expansion!)
Most games have a lot of smoke and mirrors, and obfuscation of what is really going on. The "sims" are fake in EVERY game, because everything is an artificial agent designed to give the impression of more complex thought behind it than actual computational power will allow. If held up to scrutiny, the veil would fall away in most games once you started deconstructing how they work.
The key, like in stage magic, is to avoid the audience looking too closely. If you maintain the appearance of intelligence, then the player has no reason to question what is going on under the hood. Have your agent do something dumb though, and the facade can break instantly. Some games are much better than others at maintaining a consistent impression.
Chances are if EA hadn't introduced this pathfinding issue, prompting thousands of people to take a very close look at what was going on, then there wouldn't be such strong cries of "the sims are fake!", or at the very least such cries would both not have been as vocal and would have occurred much later into the life of the game. People wouldn't simply have noticed because they mostly wouldn't think to look.
Yes. Though the thing that makes this issue particularly shitty and ridiculous is that when you uncover those smoke and mirrors in other games, you realise how they did what they did and it just kind of lessens the impressiveness of the feat. But here, it actually breaks the internal logic of the in-game world. You're supposed to govern a town full of living people with their own lives, but they have a different job every day and live in a different house every day.Changing the requirement for a sim to return to "any house" rather than "my house", and "any job" rather than "my job" would be easy and drastically reduce interdependencies and hence the complexity of the simulation and alleviate CPU power/memory access burden.
If UE4 can handle millions of particles iam sure some million sims shouldnt be the problem.
So.. not a whole lot of sim in this city.
And indeed they were talking about doing just that in the Glassbox GDC talk last year: http://www.andrewwillmott.com/talks/inside-glassboxYou could quite easily weight road traversals according to congestion with A*, like 'one line of code' easy, no idea what the hell Maxis is doing.
Theme Park World 2014 - create the theme park of your dreams by building your very own attraction in an always-online social theme park with your friends. Simulate every theme park attendee as they pass through your two hundred square feet of space.Fuck SimCity, when are we gonna get a new Theme Park World or the other Theme games. Theme>Sim, Bullfrog>Maxis.
Doesnt EA own the Bullfrog shit?
And indeed they were talking about doing just that in the Glassbox GDC talk last year: http://www.andrewwillmott.com/talks/inside-glassbox
... I wonder why that didn't make it in.
it sounds insignificant to me until I see cases of where it truly fucked things up beyond repair. SimCity games always had these sort of issues, all im saying. 4 was terrible with traffic.
of course it sucks to have your firemen put out one burning building at the time, but I dont think anyone would be bitching about it to this degree if the whole "SimCity cant be played" thing hadn't sarted, that's what I meant.
Dont get me wrong, they fucking deserve it.
I ran a few tests and I think they are weighted, but only when the car leaves work -- before the traffic existed on that road. Basically the drivers figure out their route when they leave.
If you setup that same city and wait long enough you will see cars created after the traffic on the small road will take the large road.
Eh, SimCity 4 had traffic issues too, we'll just wait for someone to whip up a mo-
Shit.
Eh, SimCity 4 had traffic issues too, we'll just wait for someone to whip up a mo-
Shit.
Honestly 90 percent of this sounds so irrelevant that its like people are just stiring shit up about the game being bad at this point just because they saw an opportunity to shit on EA and Maxis.
I mean really, how do sims being fake about where they leave and all that truly affect the way you are playing the game?
like I said, 90 percent, because having to alter placement and all that due to this does suck.
But the other thing? its a grand-scheme game, I dont care if the guy who returns to the house one day has a different color shirt than the one who left.
Nothing has been able to fully put me satisfied as far as City Sims go.
Nothing will be on the level of Rise of Nations, where it's scenario editor allowed me to have my own country, be the owner of it, have my own army, multiple cities, towns, farms,
and if anybody wanted to mess with me, I''d just show my force by dropping a few nukes.
Seriously, as DJ Crimson wrote, check out kickstarter for Civitas - 250k goal, 90k down, 19 days left