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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
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.
Re:CityBound – An open source city simulation game in Rust by izend on Friday April 05, 2019 @07:20PM (#19587969)
cargo +nightly run of the examples in your Kay project appears to be broken, I'd love to explore using it in a future project.