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In this case any simple unit test would have catched it. Surprised it wasn't mentioned in the post.


This begs for an analysis of the final graph.


Exactly. It looks fascinating, but it looks like there is no further explanation or exploration of the patterns, as if something was cut off.


Sure, but I think there's plenty of room for people to say "I found this pattern that looks really interesting!" without analyzing it further themselves.


If you look at the previous posts on the topic, this seems to be an ongoing series of posts.


It's bluer on top and redder on the bottom. So I'd say "reaching lots of squares requires being farther from the origin so as not to recolor"

It's bluer than red, so I'd say, "It's easier to visit new squares that old squares"


Dropping the How is part of Hackernews guidelines


There’s no such guideline. It’s just part of the default title normalization. The submitter can adjust it afterwards.


Altering headlines automatically is really irresponsible.


It is if you only count the cases it gets wrong.


Is there any documentation on this? @dang?


Couldn't find it in the guidelines. Can you quote the relevant part?



I recently implemented a PBR renderer by following the learnopengl PBR tutorial.

It doesn't pass the white furnace test.

That made me realize I didn't understand much of the math I implemented. Random multiplications by pi and 2 as the author stated didn't work out.


Most BRDFs that I have seen get darker as they get rougher like the article mentions. There are some that take into account the interreflections of the theoretical facets that make the distribution of normals that become the BRDF (mentioned in the link also), and they do better but I'm not sure even they pass this test straight up.

Most of what is actually being used out there loses energy. Sometimes people have used a lookup table on top of the BRDF to compensate.


The multi scattering BRDF/BSDFs do pass the furnace tests, as well as the newer hair BSDFs. I checked :)



Hello, all contributions are welcome!

The discord badge in the readme is not very big, here's the discord link:

https://discord.gg/CAaZhUJ

EDIT: very impressive portfolio!


Thank you, sir! :)

Joined the discord.


There's not much at the moment really, the idea is that all citizens have their own state and decide what they want to do themselves.

For example, all of them have hunger state, have jobs assigned to them, a house etc.

So a single citizen will always go back where it lives everyday instead of a random house, it will try to go near its home to buy groceries. I've decided that they don't have money as I found it too hard to calibrate, but there is still "real" items like bread being exchanged.


Nice! That level of simulation detail is the sort I've always wanted to see in city sim games, with people modeled as rational agents with internal state.

It would be fun to see the kinds of emergent behavior that arises. Maybe even hook an LLM up and let it drive some narratives.

I like to think too that with sufficient fidelity a simulation of this sort may be useful in real world city planning/economic modeling/geopolitics.

Will be keeping a close eye on this :)


I've always thought about plugging LLMs into the simulation, even pre-generated naratives could be interesting. But I'd have to give it more thought as it seems pretty hard for such big scale interactions (50k citizens?)

>I like to think too that with sufficient fidelity a simulation of this sort may be useful in real world city planning/economic modeling/geopolitics.

This was one of the early vision I had for this project: Simulating different economies to see which ones fared better. However I have kind of abandoned this as the realy world is just far too complex! Making a "normal" but different city builder seems a bit more achievable.


That’s really interesting, what kind of AI implementation have you decided to work with? I am making a similar project but more of an medieval approach. I went with behavior trees since it felt more appropriate and scalable for such a task


I went with a utility approach as I felt it would incur nice emergent behaviour.

Every so often, citizens and companies (I call the abstraction a "Soul") look through everything they can do and pick the on with the highest utility score.

If they're hungry, they'll get food. If it's the time of day where they should work, they'll go to work, except if they're too hungry!


Egregoria used to be 2D but it felt a bit restrictive. A lot of the underlying simulation is also 2D as I didn't port everything when doing the migration.

From the player perspective, 3D is the norm these days. It looks better, it's usually more intuitive and 2D is usually a bunch of tricks to fake 3D anyway.

From a developer perspective, 3D fits my brain better as I can translate real concepts better. To me, it feels easier modelling in blender and apply physically based rendering rather than learning lots of 2D techniques to have a consistent good looking art style.


Aesthetically I can totally see how a 2D visualization could look great. But then you end up with curved roads and buildings hiding other buildings and things become very confusing.

One interesting change (but it's a big one, at least aesthetically) would be to force a certain angle of view, rather than allow a complete pan-tilt. Something in a "total war" fashion, so to speak. Or - at least - allowing such camera to be used in the options.


I am unsure if I understand well, so just to clarify:

- Egregoria is written in Rust directly using wgpu as a graphics backend and a custom "engine" which is not really an engine as it is built with only one game in mind

- Cities:Skylines is built in C# using Unity as the game engine

>This looks really good, congrats.

Thanks :)


I missed a word or two :) yeah I meant CS being written in C#.


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