Egregoria: 3D City Builder without a grid

  • Hi, I'm the main developer of Egregoria.

    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.

    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

    I wish I anticipated the attention so I would have given the README bit more love.

    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!)

    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.

    https://store.steampowered.com/app/2287430/Metropolis_1998/

  • Out of curiosity, are there any simcity 4 refresh out there?

    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.

    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?

  • In submenu 66.3.105.44.9.2 you get to select the fasteners used to affix 12 mil vinyl barn siding. This game is deep!

  • 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.

  • This is awesome. I like cities skylines but I prefer the simulation aspect to the gamified aspect.

  • I wish, it was possible to build a city that is not car-centric.

  • 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!

    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 (https://www.myminifactory.com/users/TheLazyForger).

    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.

    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.

    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.

    I’m guessing it’s a combination traffic and economic sim (to deal with issues like surge pricing).

    But maybe it could examine questions like:

      * 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. 
    
    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.

  • Is this named for the science-fiction author Greg Egan, or the TeX.SE guru egreg?

  • Looks interesting - I tried to build it but got:

    [ 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

    (Windows 10)

  • It looks and feels pretty cool, great potential here. Somehow reminds me of CityBound (whose dev doesn't seem too active these days, alas)

  • I kinda miss the simpler grid based sim city days. The pseudo grid used in cities skylines was a bit of a turn off.

  • On macOS:

    > Unable to open libEGL

    No idea where to get that.

    And,

    > thread 'main' panicked at 'texture not found at path: assets/sprites/blue_noise_512.png

  • This looks really good, congrats.

    > in Rust

    > Egregoria is an indie city builder, mostly inspired by Cities:Skylines.

    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.

  • I’m curious if a 2d renderer could work too, in theory.

    Is 3d camera an important factor in a modern, complex city building game?

  • I wonder what happens if you add an LLM behind each person, reading the readme, apparently individuals are simmed and can have impact. Hmmm