My Blue Sky Cotton Candy Cloudy Dream for future DLC or C:S^2

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Brazilian Joe

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Warning: I will try to keep this post as short as possible, but it might be a wall. It's mainly composed of wishes and dreams.

Practical wishes:

1) Have CO warm up to the idea of at least measuring community response about how they would feel if a future game expansion raised the baseline system requirements.
If this is mostly acceptable, raising the bar may give extra headroom to implement more stuff, ranging from content to more complex algorithms.
There is a lot of stuff we would love to have, and repeatedly the problem seems to be "we don't want to change the base requirements".
2) Have code move from run-of-the-mill CPU multithreading to OpenCL.
City simulation has a lot of "embarassingly parallel" problems which may be solved in a much more efficient manner using OpenCL.
OpenCL code can run on the CPU as well as the GPU, both integrated and dedicated processors can benefit from it. The game could have settings to force it to run on the CPU, GPU, both or autodetect.
This could give the game a much needed headroom for future expansions.
And especially throwing traffic AI under this bus could be especially helpful to have more cars around and/or free up CPU resources, and/or implement the much asked for improved AI.
I bet the community would wholeheartedly embrace a beta release - or several - to gather telemetry data for CO to at least explore the performance implications. Even if it's an opt-in on Steam, I for one would jump on it just to give you some data.
OpenCL exists on Windows, Mac and Linux, so it might just be possible.

Immersion wishes:
1) Have interior mapping improve the looks of buildings, creating an illusion of space behind the windows, doubling up as an indicator of CIM presence in the building, like a diegetic UI.
Interior mapping can be thought of an extreme form of parallax, making a flat texture seem to have negative space i.e. towards the interior of the mesh. The "room texture" would have the size of the wall, the "window" would be like a hole through which the "room texture" is visible.
There would be "lights on" and "lights off", "window open" and "window closed" variations. These textures can be reused by all/most buildings, to conserve memory. Like sharing the same visual through all residential buildings, another set to all commercial, and so on.
Lights would go on and off, and windows open and close according to CIM presence. This data is already used to create the popup blob to display the building state, the hooks can be reused.

Grander wishes:

1) Have the game implement LoS - Level of Simulation - so that simulation parts can run in a "close" or "far" mode. This would be used around to interact with other cities in a region, for example.
The first step would be to create a looped city log for a meaningful number of days of city activity. This log would be essentially a simplified model - a history of the city. When we are "far" from the city, its activity would be read from this log.
This would require saving core information about each CIM traveling outward, like education and where is he working at.
Individual, persistent job positions being filled by people which live in other cities would be registered in the log as well, as they will be referenced when the other city simulation runs.
It is core to the concept that a Los log is only updated when a city is run in "near" mode, never in "far" mode.
To simplify the simulation and make it viable, a worker from abroad would not age, since the "far" city simulation is not running to update the log.
Accidents should be cheated a bit. If a worker from abroad is killed, he would go dormant for some time, then be allowed back in the simulation, because the "far" log cannot be changed by a different city.
If desired, these accidents can be logged with a timestamp. When the "far" city is run "near" after some time that cim suffers an accident when working abroad and dies. If the "near" simulation kills him first with another accident, then the event either switches to another cim working abroad or whiffs off silently.

2) Have specific - not all - highway entrances/exits delimit the city's boundaries. beyond that, everything simulated is "far". whatever is on this side is "close". These are the key entrypoints through which resources will be shared between the "close" city and the "far" cities, according to the rates stated in the LoS log.
This has to be carefully planned, but an intelligent implementation may make it possible to have two (or more) cities side by side, and have this delimitation move dynamically as the game progresses.
Currently the game has a large region, and CIMs come from "infinittely far".
There would be invisible buildings to represent the "infinitely far" resources: residential, industry, commercial, offices, including production of goods like wood, food etc.

As the LoS log is created/updated, the city would also have an invisible representation of what it has.
At each highway connection on the city limits, there would be a set of invisible buildings. The rate of traffic to and from on each entry would be logged.
When this city is "far", it would be represented by its own set of data and invisible CIM/resource providers.

Other cities in the region will be able to consume from this cities, instead of relying only in the "infinity" providers.

Balance changes would reduce the "infinity providers" effectiveness, so that regional play becomes advantageous.

3) Have LoS be used to the game advantage not only on very large scenarios, but also on very small ones. Case in point: Have a whole amusement park expansion.
Inside the amusement park, there would be a whole "near" simulation. The city where it resides in would be in "far simulation" while the player is managing the amusement park. When the player moves ouside of the amusement park, to the city, the city becomes "near" and the park becomes "far" simulation.

4) Have multiplayer implemented by syncing the "far" city states continuously across machines.
Cities change slowly, the full city state does not need to be synced. It can be synced one log day at a time, gradually, in a atomic manner so that all far states are synced all the time.
This would allow players to play the game in two machines across teh planet (or the universe) and the LoS logs gradually sync, making the "far" city evolve dynamically as both friends play their "near" cities at the same time.
 
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boformer

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That's definitely C:SL v2 and not a DLC/update.

The LoS part is very interesting, but also very hard to implement. I'm quite happy about the map size, and doubling the size of the map (or just allow any map size) would be enough for me.

Note that the OpenCL code would probably make the the game mod-unfriendly. Things like Rush Hour, TM:pE or IPT would not be possible.

I think the immersion wish with interior rendering goes too far, other things would be more important: Riots, Graffiti, Trash Piles, Building Ruins and other indicators. Those could replace the ugly problem icons.

----

What I would like to see is an improved zoning system that is not based on a grid:
OTHsEhi.png
VYT0dLh.png

I would also like to see a completely overhauled network system that is lane based and allows for complete customization. It would allow you to have merging lanes, smooth lane splits, asymmetrical roads, customized turn lanes and customized road decoration.
 
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Anttonilla

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Let's start the CSL 2 hype train!! Lol
86IWnJ8.png

I really like your ideas.
The interior mapping is a interesting one. I think its exactly why our buildings look like
fVUn47R.png
zXC1VyA.png

I don't really know how Maxis achieved that, but I know that it's beautiful. I know that I'm exaggerating a bit since modders have crated some very beautiful buildings, but the vanilla is ugly :D

Edit. Closer pictures: http://imgur.com/a/iresp
Edit 2. Forgot to say welcome back @boformer :) I really like your mods and concepts on simtropolis
 

Brazilian Joe

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Yeah, it's a creative play on the textures on the walls. The buildings look like they have rooms behind the windows, but none of that has any geometry. It's a plain wall with a texture/shader doing the interior mapping magic. SC2013 has a good implementation of it.

A cartload of good karma points if CO implements this.

Bonus points if they additionally implement some variable, random decals to further make it look like the rooms have furniture.
 
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Brazilian Joe

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I have made a few closeups in motion of SC2013 to showcase how interior mapping improves the looks of windows and game immersion.

Here is the video examples I compiled. You can appreciate the effect much better in motion, when you rotate around the building and can see how it looks like there is a room inside.

Pay attention at the windows, it's awesome (again, that's not real geometry!).

 
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Brazilian Joe

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It is not computationally intensive, it's just a clever algorithm when doing the texture lookup for the window.
Should not really require special treatment of the geometry, since it's only a texture mapping technique similar to parallax mapping.
 

Alex24

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Regarding interior mapping: This actually exists in the game to a small extent. There is a hardly visable floor inside buildings. You can see that best when you modify the number of floors a building got in the Asset editor.
 
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Brazilian Joe

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Regarding interior mapping: This actually exists in the game to a small extent. There is a hardly visable floor inside buildings. You can see that best when you modify the number of floors a building got in the Asset editor.

There is a default "floor texture". In the early days of the game it was really wonky, like reflecting the sky (inside buildings) or being a wooden floor where it should be concrete, and still looking lkike a reflection from the sky and panning around like crazy when rotating. maybe it's less weird now.

It's still not proper interior mapping.

The whole gig of interior mapping is:
having a texture sized the height of one floor of a building.
It is zoned in 5 regions: 4 trapezoids around a rectangle, making the full rectangular shape of the texture.
It is a basic perspective drawing with one fugue point at the center.
Each trapezoid shape is drawn with the features of the ceiling, the walls and the floor. the rectangle in the center is the wall opposite to the window.

There would be a shader (maybe with the help of a depth map or similar? or just clever math) which would look through the window and show the right pixels according to the camera angle in relation to the window.

If you look at screenshots from C:S and SC2013, you will see that SC2013 is way more refined in this regard.
 

BadPeanut

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That's definitely C:SL v2 and not a DLC/update.

The LoS part is very interesting, but also very hard to implement. I'm quite happy about the map size, and doubling the size of the map (or just allow any map size) would be enough for me.

Note that the OpenCL code would probably make the the game mod-unfriendly. Things like Rush Hour, TM:pE or IPT would not be possible.

I think the immersion wish with interior rendering goes too far, other things would be more important: Riots, Graffiti, Trash Piles, Building Ruins and other indicators. Those could replace the ugly problem icons.

----

What I would like to see is an improved zoning system that is not based on a grid:
OTHsEhi.png
VYT0dLh.png

I would also like to see a completely overhauled network system that is lane based and allows for complete customization. It would allow you to have merging lanes, smooth lane splits, asymmetrical roads, customized turn lanes and customized road decoration.

You just want citybound to hurry up hahahaa