Re:CityBound – An open source city simulation game in Rust
by segmondy on Friday April 05, 2019 @03:44PM
(#19586276)
Very nice, how did you decide on your simulation? did you build a generic simulation engine you can reuse, or is your simulation tightly coupled to the objects you are simulating? It's fun seeing this, I have been recently thinking of a simulation game and wondering if to use a generic simulation library such as SimPy
[ Parent
| on HN ]
Re:CityBound – An open source city simulation game in Rust
by theanzelm on Friday April 05, 2019 @03:58PM
(#19586415)
I build a simulation engine, based on a high performance distributed actor system library I wrote for just this purpose. It is generic, but a lot of the performance trade-offs are with Citybound's needs as the main driver.
Re:CityBound – An open source city simulation game in Rust
by izend on Friday April 05, 2019 @05:54PM
(#19587404)
I see you didn't use Actix or even Tokio, could you please explain why?
Re:CityBound – An open source city simulation game in Rust
by theanzelm on Friday April 05, 2019 @06:28PM
(#19587621)
Their actor implementation / event loop works on a higher level than mine. Mine is super simplistic intentionally to offer high performance. Being optimised for cache locality, processing similar actors in batches, using custom allocators and having encoding-free communication, it has many parallels to data-driven game engine design or even entity component systems.