Updates


December 2017 Update

December 1, 2017 at 6:48 am


Had to travel for work (Singapore) last month so not much done on Synekism, except some minor organizational and learning tasks.

November 2017 Update

November 1, 2017 at 9:14 am


I decided to stop perusing my own git repo server and just use standard GitLab for the time being. I finished my latest "master" plan and started consolidating my existing Synekism work into a new project. The deja vu is strong with this one but I must endure. Cheers!

October 2017 Update

October 1, 2017 at 1:02 pm


Real work kept me busy this month. Did some travel as well. There was a little more progress on my version control solution and more automation on the timelapse project. Nothing of note.

September 2017 Update - Server

September 1, 2017 at 8:46 am


It's Synekism's 7th birthday today. Time flies.

Don't be mad but I'm doing some overkill stuff again. Been working on a private server this month to host all my code and wiki - my new Synekism code. Vulkan studying continues as well.

On a different note, the Timelapse project has run into some camera problems this month. It's also been running for more than a year now! That's over 500,000 pictures. DSLRs were not meant for this kind of punishment. Furthermore, the buildings all this was for are finally announced and units are for sale. It's actually happening.

August 2017 Update - Study

August 1, 2017 at 9:01 am


For the next little while, I'm going to focus on bringing some of my knowledge up to date. To that, I'm making good progress on the graphics side with Vulkan. It's good to be working again, even if somewhat indirectly.

July 2017 Update - New Start

July 1, 2017 at 8:39 pm


It's Canada's 150th birthday and I'm just about settled into my new life so it seems like a good time for a new beginning...of Synekism.

I've been dragging my feet with Synekism for the last few years and I REALLY want to stop doing that. I have a plan. I'll share more of that plan once I actually see myself following through with it. But, I have a plan.

In the mean time, Synekism Inspire continues to work, amazingly.

Now, for those of you strange enough to continue to follow me (thank you!), I wanted to start a semi-exclusive mailing list that I will use ONLY for when I have actual Synekism news. That means, an actual build to test or at least new screenshots and videos. If you wish to subscribe, here's the link: http://eepurl.com/cUItRL

Cheers!

June 2017 Update - New Job

June 1, 2017 at 6:05 pm


My transition period finally has an end in sight. Moving to a new day job, in a new city. I made sure that I could continue working on Synekism so as soon as I'm settled the work will restart.

May 2017 Update

May 1, 2017 at 10:46 am


Please stand by while I figure out what I'm doing with my life. To be more precise, I'm going through a job change. Apparently, these things take a while. We'll see where I am next month. Either way, Synekism will resume as soon as possible.

April 2017 Update

April 1, 2017 at 4:17 pm


In the middle of some major changes with life and stuff. Synekism is taking a back seat for the moment. I hope to get things back to normal by next month's update.

March 2017 Update

March 1, 2017 at 12:00 pm


Currently at GDC 2017. Not too much to say. Synekism Inspire daily timelapses are working now fairly reliably. Not much time to work on Synekism itself lately. Should have more next month.

Fetch Older Updates

v0.5.5.90 - September 1, 2014

About

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.


Contact Email:

contact@synekism.com


Support Email:

support@synekism.com


Forum:

Synekism Google Group


Wiki:

http://wiki.synekism.com


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