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.

June 2019 Update

June 1, 2019 at 11:09 am

Day job got more intense last month so work on Synekism slowed down a bit. Still trying to finish wrapping some stuff in the standard library before I move forward.

May 2019 Update

May 1, 2019 at 8:37 am

Still crawling through framework work. Not much visible to report. Most of my time went into the build system and STL wrapping. Hoping May moves the real needle forward a lot more.

April 2019 Update

April 1, 2019 at 9:08 am

It seems March was sucked into code sculpting and standard library abstraction. I wrapped SDL with my own API layer and then because I wanted to start logging, I began abstracting what I needed from the standard template library.

I finished with std::chrono (C++'s time library) and I'm almost done with std::filesystem. A bit of a time sink for sure but I find I need to alter standard behavior often enough to warrant a clean wrapper layer anyway.

March 2019 Update

March 1, 2019 at 10:10 am

Another month of more than average progress! The job system has matured somewhat and I finished my custom third-party software dependency system. This system ensures all the external libraries and tools I use are hosted locally and are versioned and tied to specific revisions of Synekism. So far, I use clang, SDL2, CMake, and Ninja (build system).

Speaking of SDL2, I finally have a freaking WINDOW. Last weekend was the special day. This means I'm now further than I was with the previous rewrite of Synekism. Still far from 1.0 but catching up. It's just a black window for now but that first Vulkan triangle feels a lot closer now.

February 2019 Update

February 1, 2019 at 9:49 am

My job system is progressing well. Just passed the milestone of "one job can queue another job and wait for it", which was a bit touch and go. Generally, it now works!

Next, I want to spend a little time optimizing it a bit. The overhead over a simple serial function is still a bit too high (even if it does very well when multi-threading). Afterwards, start using it to build everything else.

January 2019 Update

January 1, 2019 at 1:25 pm

I took some time off and managed to put most of it into Synekism's job system. I'm quite pleased with the results. It's a very important part and it was a bit of a gamble. It requires features in C++ that are not even part of a future standard (coroutines). Microsoft's compiler is still having trouble with them. But the approach seems to hold and I can now start building on top of it (the rest of the game).

Happy new year, everyone!

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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