Cities Skylines 2 PC performance does not reach internal benchmarks, but Paradox will still release CS2 on time, as we also learn about Cities Skylines 2 mods.
I hate how city skylines dominates this genre. I want something that’s more about the challenges of making a real breathing city with lots of options versus a traffic management simulator.
So, not a lot of detail as this is a shit post account, but I mocked up a vector based system to use rather than grids which allows a city builder to run smoother and lighter on ram instead of basically being a giant spread sheet. Each path was a single vector and a data tree ties all the information to a single point on an infinitely divisible grid. It allowed a game to be more complex, and allowed for better road and other building elements.
I gave it away for free, hoping someone, anyone with more time on their hands would use it. Paradox now owns the rights to that system, they aren’t using it, but they are likely making sure noone else does.
What’s so bad about dropping grids and right angles, why can’t a building be a shape other than square? Because it’s cheaper to do and easier to mod.
If I ever have the time I’ll whip something up in unreal as a demonstration. The original was unfortunately built in unity. The whole point was to allow buildings to follow curved roads.
I hate how city skylines dominates this genre. I want something that’s more about the challenges of making a real breathing city with lots of options versus a traffic management simulator.
Checkout frostpunk if you want something more about keeping the city living
Frostpunk was absolutely brilliant, I loved every second of it.
Removed by mod
I thought the whole point of the sequel was to be an actual game this time.
Have you tried timberborn?
So, not a lot of detail as this is a shit post account, but I mocked up a vector based system to use rather than grids which allows a city builder to run smoother and lighter on ram instead of basically being a giant spread sheet. Each path was a single vector and a data tree ties all the information to a single point on an infinitely divisible grid. It allowed a game to be more complex, and allowed for better road and other building elements.
I gave it away for free, hoping someone, anyone with more time on their hands would use it. Paradox now owns the rights to that system, they aren’t using it, but they are likely making sure noone else does.
What’s so bad about dropping grids and right angles, why can’t a building be a shape other than square? Because it’s cheaper to do and easier to mod.
If I ever have the time I’ll whip something up in unreal as a demonstration. The original was unfortunately built in unity. The whole point was to allow buildings to follow curved roads.