December 2018 Update

December 1, 2018 at 9:06 am

Last update for the year and I have nothing to report. I was quite lazy (and I was busy at work as usual). I hope to singe a different tune next update as a I have some descent vacation time coming up. Till then!

November 2018 Update

November 1, 2018 at 9:31 am

Last month was a bit slow for Synekism as I had to travel. I was at Unite LA. Not too much to report.

On the timelapse side, my camera is dying again and needs replacement. This will be this camera's third repair (after over 600,000 pictures). Sigh. That said, did I mention the building that all this was for actually started construction a few weeks ago?!

October 2018 Update

October 1, 2018 at 9:10 am

Good month! On the timelapse project side (remember that?), I'm finally going to rack servers. I assembled my first server rack this weekend and moved one of my storage servers to a rack-mounted case with hot-swappable drives.

On the Synekism front, I made descent progress on my containers library (mostly wrapping the STL) and my threading library.

September 2018 Update

September 1, 2018 at 11:22 am

Today marks 8 years since Synekism first released back in 2010, after 4 months of full time development. Good times. Learned a lot since then.

Let's see if we can get something done before Synekism turns 10. :)

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.

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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