August 2018 Update

August 1, 2018 at 9:12 am

Good month. I mainly worked on the memory allocation system which is mostly done now. I also got the source compiling and working on Linux. Yay! Actual progress!

July 2018 Update

July 1, 2018 at 11:26 am

No progress to report this month because of work travel and vacation travel. And that's how the news goes. :)

I should be back in a week and resume normal activities.

June 2018 Update

June 1, 2018 at 8:48 am

May saw above average progress on what I've started calling Synekism 3.0. In reality it's more like Synekism the-second-rewrite-attempt. The good news is that I'm almost at the point where 3.0 is as far as 2.0 (the first rewrite). This means I'll soon go where I haven't been in over 4 years (last working release was in 2014!). Oh well.

I'm trying to avoid over-engineering this time around but C++ is just so easy to get high on...

May 2018 Update

May 1, 2018 at 9:10 am

I had more travel to do for work (to Europe), but the last couple of weeks have been fairly productive. I finished my testing framework and started porting over more code from the previous iteration.

April 2018 Update

April 1, 2018 at 10:35 am

I was a GDC last month so progress on Synekism was minimal. Mostly worked on the Unit Test framework and project generation.

March 2018 Update

March 1, 2018 at 9:22 am

The third rewrite has officially started. The new repo was initialized on 2018.02.18. I've been adding to it since, building off the previous two iterations and what I've learned since. I'm pretty happy with the progress: almost done the build system.

It's nice to be actually coding on Synekism again.

February 2018 Update

February 1, 2018 at 9:36 am

Last month was mostly spent on the timelapse project (Synekism Inspire) and not so much on Synekism, apart from some more research and architecture planning. Had to fix some bugs in the timelapse daily video generation.

I also started some additional test timelapses, specifically on an under-construction condo. Should serve as a good reference for when I need to work on construction animations in Synekism.

January 2018 Update

January 1, 2018 at 1:15 pm

Finally took some time off. Got some real work done on Synekism, for the first time in many months. It was nice. Still mostly working on getting a basic Vulkan graphics engine up and running.

Happy new year!

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!

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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