Updates


April 2020 Update - First Triangle First Pandemic

April 1, 2020 at 8:13 am


Crazy month for all of us, I guess. I'm one of the lucky ones that can work from home without much difficulty but it's still been a surreal experience.

Some good news on Synekism at least. I finally have my first freaking triangle on screen! I completed enough painful (but oddly satisfying) Vulkan boilerplating to see something. It's still very early but a good moral boost. One upside to having to spend all my time at home is a definite increase in my time spent on Synekism.

Keep safe, everyone.

March 2020 Update

March 1, 2020 at 10:26 am


Day job and a work trip ate most of my February. Worked a bit on my external lib package manager but otherwise the needle didn't move a lot last month.

I was supposed to go to GDC this month but now that it's "postponed" I guess it'll give me some time to spend on Synekism instead - silver lining and all.

February 2020 Update

February 1, 2020 at 12:11 pm


No first triangle yet, as was hoped. I do finally have Vulkan integration building on all platforms. Fairly happy with the progress this month. Day work had (and still has) a bit of a tight deadline coming up so that kept me busy at night as well. Things should clear up in a week or so.

January 2020 Update

January 1, 2020 at 2:01 pm


First off, happy new year! I said in my last update that I wanted to get to first triangle by the end of the year but that didn't happen. Some work was done but, apart from spending time with family, I was distracted by a certain stranding game.

I still have a week and bit of vacation left so there's still hope for first triangle soon.

December 2019 Update

December 1, 2019 at 9:39 am


November was fairly productive. There are a bunch of utilities that I really want to get done before I start integrating Vulkan (graphics API) and I'm now very close to getting them done.

It took a long time but I really hope to get to first triangle (shock!) before the end of the year. I have a lot of time off for the holidays so that should help too.

Feels good. See you next year (in the January update)!

November 2019 Update

November 1, 2019 at 9:42 am


October was actually not much better. Family visiting from abroad. Lots of traveling. I did watch a bunch of cppcon videos if that counts.

November really should be better. This is getting silly.

October 2019 Update

October 1, 2019 at 9:26 am


Had to prepare for a talk at a gaming conference last month. Not a lot of Synekism progress. October should be better.

September 2019 Update - Nine Years

September 1, 2019 at 11:58 am


Not the most productive month but the needle did move forward. Working on my logging utilities. I'm also almost done setting up my Linux machine for Vulkan graphics work (in a non-VM environment).

My day job will likely take up more time again leading up to the end of September - preparing for a conference.

Oh ya, and today Synekism turns 9! Time flies..

August 2019 Update

August 1, 2019 at 9:20 am


I lied. Stuff came up. Not much progress to report. I feel the code is starting to un-write itself. :(

The timelapse camera died suddenly and I had to deal with it. Missed 3 days of pictures but it's back up now.

July 2019 Update

July 1, 2019 at 7:18 pm


Another month of zero progress. Had to deliver a product at work, then work travel, then vacation. Things should return to normal by the end of the 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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