编程与软件工程aeplay.org
Citybound:基于 Actor 分布式模拟的城市建造游戏
Citybound – A city building game using actor-based distributed simulation
2022 — 2025,它一次次回到首页
黑点是上首页(≥ 50 分)的那次投稿,空心点是没冲上去的投稿,点越大分数越高。
导读
这个页面介绍城市建造游戏 Citybound,其核心卖点是基于 Actor 的分布式模拟。开发者说明项目因自己专注创业而暂停,但仍是其热情所在和自由探索的研究项目;评论提到最后一次更新在 2021 年。
为什么经久不衰:它把城市建造与分布式 Actor 模拟结合,技术构想独特,加上开发者长期亲自回应社区,因此多年后仍反复被 Hacker News 提起。
HN 评论精选
开发者说明项目暂停的原因,并表达持续的热情与答疑意愿。
你好!我是 Citybound 的开发者。很高兴看到它又登上 Hacker News。项目目前暂停,因为我在专注做一家初创公司,但 Citybound 永远是我 100% 的热情所在,也是我“什么都可以试”的研究项目。今天我不在电脑前,但会尽量回复这个帖子里的所有人。如果你对项目或技术有其他问题,直接在这里回复我!(旁注:我为 Citybound 建立美好社区的主要方式,就是每当它在某处引起兴趣时,直接回复每一条评论——这个策略我非常推荐。)
theanzelm查看英文原文
Hi! I’m the developer of Citybound. I’m happily surprised to find this on HN again. The project is currently on a hiatus because I’m focusing on building a startup, but Citybound is an will always be my 100% passion and “anything goes” research project. I’m not on a computer today, but I will try to get back to everyone who posted in this thread. If you have any other questions about the project or the tech please just reply to this! (Side note: the main way I built a wonderful community for Citybound was to directly reply to each and every comment whenever it got interest somewhere - a tactic I can highly recommend)
复杂模拟很吸引人但未必好玩,玩家也往往难以分辨模拟的真实深度。
高度复杂、深入的系统模拟对开发者和玩家都像塞壬的歌声。人们总觉得惊人的模拟会成为惊人游戏的基础。但实践中,高质量模拟往往有趣却没那么好玩。比如 F.E.A.R. 的目标导向行动计划不得不修改,把意图广播给玩家,因为测试者觉得游戏不公平、AI 在作弊。而且玩家似乎分不清复杂模拟和一堆启发式加随机数调用;在不知道模拟如何运作的玩家看来,后者也可能像复杂系统的输出。参见 RimWorld 开发者 Tynan Sylvester 的《Designing Games》。我认为《矮人要塞》是证明这条规律的例外。总之,这类模拟做起来很酷,但很难变成好玩的游戏。
ecdavis查看英文原文
Highly complex, in-depth, system simulation is like a siren song for game developers and players alike. There's this perception that an amazing simulation will be the basis for an amazing game. In practice, high-quality simulations seem to be interesting but not all that fun. See: F.E.A.R.'s Goal-Oriented Action Planning (https://alumni.media.mit.edu/~jorkin/goap.html) which had to be modified to broadcast its intent to the player, because play-testers felt the game was unfair and that the A.I. was cheating. And it also seems like players can't really tell the difference between a sophisticated simulation and a handful of heuristics with some calls to random() thrown in. From the perspective of a player who does not know how the simulation works, the latter can _seem_ like the output of a complex system. See: _Designing Games_ by Tynan Sylvester, developer of RimWorld (https://tynansylvester.com/book/). Dwarf Fortress, I think, is the exception which proves this rule. Anyway, I think simulations like this are really cool to build, but hard to turn into a fun game.
另一位开发者在做类似实时交通与市民模拟的城市建造游戏,并展示大规模寻路技术。
我在做一款类似方向的游戏 Archapolis,一个有实时交通模拟、并能进入市民家中(你愿意的话可以自己定制/建造)看他们生活的城市建造游戏。我也希望玩家能更亲手掌管城市。这是我目前的技术演示:https://www.youtube.com/watch?v=7q0l87hwmkI 。我写了一个寻路算法,能以舒适帧率同时为数十万单位寻路到随机目的地(视频里单核约 10–20 万)。单位可以在两点间多条最短路径中选择,也能从中选择符合自己偏好的路径。仍处于非常早期阶段!
YesBox查看英文原文
Im working on a game in the same vein: Archapolis, a city builder with real time traffic simulation and interior views of your citizens homes (which you can customize/build yourself if you want), so you can watch them live their lives. I'd like the player to have a more hands on approach to managing the city as well. Here's a tech demo of what I've been working on: https://www.youtube.com/watch?v=7q0l87hwmkI I created a path finding algorithm that can simultaneously path hundreds of thousands of units to random destinations at a comfortable frame rate (or around 100-200K like in the video using one CPU core). Units can choose from any of the shortest paths between two points (there are many in a grid), and from those paths, can also choose the path that matches any preferences they have. Very early stages of development still!
项目更新停滞,但其中的想法仍有吸引力。
最后一次更新是在去年三月(2021)。看起来游戏和开发者都遇到了一些问题。不过仍有一些迷人的想法。
EwanG查看英文原文
Last update in March of last year (2021). Appears to have run into issues both in game and for the developer. Still, some fascinating ideas.
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