November 2021 Update

November 1, 2021 at 8:52 am

My fingers weren't crossed hard enough. Nothing new to report. Still dealing with this dragging home move. What I can say, however, is that I finally have some solid vacation booked mid-November which is slated entirely for getting back into Synekism. I really should have more to say in December this time.

October 2021 Update

October 1, 2021 at 10:53 am

Time flies and yet moving homes doesn't. As mentioned in my last update, I'm going through a home move and it's been sucking all of my time and energy. Like with Synekism, I did in fact make it more complicated than it should have been, so no one but me to blame, but still. Fingers crossed my November update will be more interesting.

September 2021 Update - 11 Years

September 1, 2021 at 8:39 am

It's September again. Synekism is now 11 years old. I made progress on a lot of things in 2021 and I'm starting to feel like I have a real engine shaping up. That said, I did not take it as far as I'd hoped and there's not much to show, visually. But, the show goes on.

As I mentioned in my last update, I'm going through a home move. A lot of distractions. It will probably eat up most of September, so it will be mid-October before I get back into focus. But I will get back.

Have a lovely day.

August 2021 Update

August 1, 2021 at 2:55 pm

Made a little progress on the resource management framework (for things like textures, meshes, and other buffers). But most of the month was distracted by various personal matters. August won't be much better. Going through a home move. Hopefully will resume work soon after the move.

July 2021 Update

July 1, 2021 at 9:20 am

Finally got some time off to focus just on Synekism work. Started by doing some house cleaning and address stuff I kept putting off. One of those tasks was to start writing debug views (.natvis) for my custom data structures so I can actually debug them in the IDE.

Now, I'm back to trying to solve some core problems I still have with my over-complicated framework, namely, how I handle large buffers like geometry or texture buffers. The solution will inevitably be over-engineered.

June 2021 Update

June 1, 2021 at 1:24 pm

Good progress. I now have my simple boxes as entities in my ECS World, spinning using systems (functions operating on entities), and even have some UI elements in the same world being drawn by my UI system. There's still a lot of awkwardness everywhere but it's definitely starting to come together.

As a bonus, I started exploring using libclang to parse C++ and generate additional C++. I plan to use this to generate serialization logic for all entity components that needs to be saved as part of a world save (map saving/loading), and/or sent over the network for multiplayer. Macros can only go so far.

May 2021 Update

May 1, 2021 at 10:35 am

Nothing exciting to report but I did make some progress. I worked on the job system mostly. I tried to make it less CPU hungry, especially on Linux. I can't say I was successful but progress was made.

For May, I really want to try and put all these systems together for the first time. Aiming for a simple test scene. A lot of bets to settle.

April 2021 Update

April 1, 2021 at 10:27 am

We saw. I didn't get as much done as I hoped this last month. Got distracted by some timelapse project issues (a failed hard drive). Also, got distracted by trying to build against a standalone version of Visual Studio's Build Tools (instead of the installed version). Was harder than I anticipated and CMake fought me every step of the way. But that is now kinda working now.

I did get some validation on and finished the core of my command buffer framework that I'll use throughout the game engine. I had a specialized version for the graphics backend already but now I have a generic (and superior) one I can reuse.

March 2021 Update

March 1, 2021 at 3:17 pm

I made good progress this February on my home-grown ECS framework. It's actually functional, to my surprise. Now that I know what's going on under the hood, I have a lot less reservation in basing the engine on top of it. I also figured out a descent way to integrate it with the existing multi-frame flow where each frame is a snapshot of the entire application state and can be operated on in parallel.

I hope by next month to have the whole application flow figured out, including the use of my ECS framework. It will be the first time I can start moving forward again and start building actual game features. We'll see.

February 2021 Update

February 1, 2021 at 9:36 am

Slowly coming back to being productive. Started a new position at work which has been taking a lot of my energy last month but things are stabilizing now.

I did get some work done on Synekism. Mostly still trying to decide what I will do for my object/component data structures and patterns. I know I said before that I will not be using ECS (Entity Component System) for this but I'm exploring it again now.

Whatever it will be, it will be something I write myself. It must be something I'm very comfortable with and I find it easier to fully understand a system if try to write it myself. It will definitely not be as good as using an established system but at least I'll understand what is happening.

Fetch Older Updates

v0.5.5.90 - September 1, 2014


Synekism is an attempt at a modern city simulator rooted in procedurally generated content. The project was started in 2010 to address some frustrations with the city simulation video game genre. It is actively developed on and currently in a purely alpha-experimental stage. Updates on the project are posted on the first of every month. Note that work on this project is more or less done by one person so progress will be slow, but steady.

The game is a sandbox where control is not explicit but indirect. The player can designate residential, commercial, industrial, and government zones and watch them grow, instead of explicitly plopping each building manually. The game tends to lean towards macro-management.

The key features of Synekism include grid less 3D environments and procedurally generated buildings. The lack of a grid results in total freedom when zoning and building roads allowing for more realistic looking cities. Procedurally generated buildings allows for more visual variability. Instead of querying a finite list of static models, a building is generated uniquely upon creation using local as well as city-wide conditions.

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