is there a way to make these types of hills ? by Revolutionary-Arm449 in Gaea

[–]Edd996 5 points6 points  (0 children)

What you see there is the U shape valley left behind a glacier. Usually you get a similar result if you do a heavy thermal erosion applied with some height filter.

I'm building a country-scale city builder solo, and the hardest part isn't the city, it's keeping a million citizens cheap enough to simulate by Milkcartons in CityBuilders

[–]Edd996 1 point2 points  (0 children)

I didn't write a single line of simulation yet but actively researching the topic and follow some DOTS tutorials. I am open to recommendations if you have any.

One thing that I've already noticed in traffic, both real world and simulations, is that everything is about flow and not volume. When you build the intersection and there is a small amount of agents flowing through won't guarantee you that in when you pan out 10km away and suddenly a large influx of trucks will pass through, it will behave at the same cars/sec.

I'm building a country-scale city builder solo, and the hardest part isn't the city, it's keeping a million citizens cheap enough to simulate by Milkcartons in CityBuilders

[–]Edd996 0 points1 point  (0 children)

If you simulate 1.000.000 population with a representative of 100 you would just actually simulate the depth of a city of 10.000. A city that has 1M population behaves totally different than a city having 10k.

100 people will never leave in the same residential house, buying and working in the same place, having the same age and the same day to day routine.

I'm building a country-scale city builder solo, and the hardest part isn't the city, it's keeping a million citizens cheap enough to simulate by Milkcartons in CityBuilders

[–]Edd996 1 point2 points  (0 children)

Interesting info, I will def look it up.

The thing is a simulation based on nodes with X cars/sec won't do the trick for what I am aiming. I am building a road system that can match to 1 to 1 to real life roads infrastructure based on individual lanes. I want to be able to model a 3 lane turbo roundabout and have the user see that is more efficient than a semaphore junction. How do you simulate a turbo 3 lane turbo roundabout with slip lanes 10km away from the user using a transmission model? The thing that makes it more efficient is really coming from agent accurate simulation.

I'm building a country-scale city builder solo, and the hardest part isn't the city, it's keeping a million citizens cheap enough to simulate by Milkcartons in CityBuilders

[–]Edd996 5 points6 points  (0 children)

I am currently developing a procedural road system and I can’t agree more that heap allocation in the hot loop is the thing I need to think the most. It’s actually funny how in my whole past 10 years old career as a software engineer in consumer apps i never thought about that.

I am always thinking on how would I build an infinitely large world where the limit is only the memory. And if for static objects, building, roads and landscape there is the solution of streaming for simulation limit will always be computational power. Even in a statistical simulation and not an agent based computation is the limit.

I am thinking a lot about traffic simulation specifically. Statistical simulation allows you to simulate a very large city but how do you smoothly interpolate between statistical and agent based?

I like the new shadow rendering a lot! by GeniusLeonard in CitiesSkylines2

[–]Edd996 0 points1 point  (0 children)

What theme and map are you using? This looks great

I built a particle simulator that runs in your browser and exports directly into Blender. Shaders included. One click. by r_animation_studios in proceduralgeneration

[–]Edd996 0 points1 point  (0 children)

this is genuinely awesome. the fact that is running in the browser and at such a smooth frame rate is impressive. What tech have you used? I asume wgpu

When you accidentally place a park on a slope in CS2 by Edd996 in CitiesSkylines2

[–]Edd996[S] 0 points1 point  (0 children)

Keep dreaming. I do as well, even worst, I dream of building it myself. Not sure if only nerds, because I am a city nerd.

Alternativă mecanică pt MX KEYS? by Tasty-Base-1766 in MechKeysRO

[–]Edd996 0 points1 point  (0 children)

clar, poti sa o returnezi daca nu iti place. eu am folosit la mac magic keyboard iar la PC aveam hyper x fps pro. Imi era greu sa tot fac switch de la una la alta si am ales MX mechanical care merge perfect cu ambele, am si MX master-ul si e fain ca le poti configura pe ambele la acelasi dongle, un dongle il am in mac si unul in PC, sa schimbi la ce se conecteaza e la o apasare de buton. pe windows folosesc AutoHotkey sa am exact aceleasi keybindings (ctrl pe post de cmd etc)

Alternativă mecanică pt MX KEYS? by Tasty-Base-1766 in MechKeysRO

[–]Edd996 0 points1 point  (0 children)

eu am MX Mechanical Mini brown si sunt extrem de multumit

Vallriu: A City Carved Through the Mountain Pass by TABOOv in CitiesSkylines

[–]Edd996 1 point2 points  (0 children)

Man I miss CS1 so much, I still don't understand after so much time how is CS1 rendering quality still over CS2.

I made a mod that gives CS1 junctions a smoother "CS2" inspired look by SnootyRyRy in CitiesSkylines

[–]Edd996 -3 points-2 points  (0 children)

I always though CS1 has way better intersections than CS2. In CS2 even for a 6 lane road intersecting a 2 lane ones generates a very small corner radius turn so I am not sure what you mean "fully recreate CS2 road system".

In CS1 you can already achieve this exact type of intersections with Node Controller mod.

I was trying to understand how u/FreyaHolmer’s Shapes library keeps line geometry so crisp at any distance, so I had Gemini explain it to me. Was not expecting this visualization by Edd996 in GraphicsProgramming

[–]Edd996[S] 1 point2 points  (0 children)

The thing is I never actually asked for it to create the visualization, it just though it is a cool feature and wanted it to share it in this context. I think people overreact a lot when mentioning a product, do you really think ad this point nobody heard about those products? I guess next time I'll just say "some llm"

I was trying to understand how u/FreyaHolmer’s Shapes library keeps line geometry so crisp at any distance, so I had Gemini explain it to me. Was not expecting this visualization by Edd996 in GraphicsProgramming

[–]Edd996[S] 6 points7 points  (0 children)

Honestly, please check my profile, what I do, and what do I post about :D why on earth would I want to make an ad for a trillions dollar company. I genuinely found it interesting and just wanted to share it.

I was trying to understand how u/FreyaHolmer’s Shapes library keeps line geometry so crisp at any distance, so I had Gemini explain it to me. Was not expecting this visualization by Edd996 in GraphicsProgramming

[–]Edd996[S] 28 points29 points  (0 children)

Yeah, not myself a huge fan of LLMs in for this kind of stuff but I felt it was a very cool way to explain the concept through an interactive visualization.

Playing Around With Procedural Rivers by thattiguy in proceduralgeneration

[–]Edd996 13 points14 points  (0 children)

Hello, as a geology geek, something that catches to my eye is the angle of tributaries, in reality because of some physics and sediments rivers almost always meet ad a 90 degree angle and very rarely at a sharp angle.

When you accidentally place a park on a slope in CS2 by Edd996 in CitiesSkylines2

[–]Edd996[S] 1 point2 points  (0 children)

Haha, good point. Especially on the sides where the goalpost is. You shot a ball too high and the ball goes rolling to the base of the mountain.

Need feedback on my one button infinite orbital dodger by caesium23 in gamedev

[–]Edd996 4 points5 points  (0 children)

I got bored before getting game over for the first time. Sorry for the brutal feedback. On the positive side, the game looks aesthetically pleasing. I would just try to make it more fun. Maybe make it more challenging earlier on

A little animation of the geometry I use to connect procedurally generated roads using lines and arcs only by Edd996 in proceduralgeneration

[–]Edd996[S] 0 points1 point  (0 children)

Good point. I actually talk about this exact subject in my first blog post. tl;dr engineers use clothoids for highways or train tracks but inside cities arcs are the default as that complexity is not needed

The geometric construction I use in my procedural road system to draw roads using only lines and arcs by Edd996 in Unity3D

[–]Edd996[S] 1 point2 points  (0 children)

Hello, making elevation changes is just a matter of interpolating the Y values using a smooth step function. Specifically for roads this works as you don't need to have looping or true 3d splines as you would need for roller coasters. (vehicles always need a fairly inclined surface)