Generate SimCity-style city simulation logs with building events, resource management, and population updates. Perfect for game development demos and simulation tutorials.
Press Ctrl + C to exit. Output is simulated for demo purposes only.
This module simulates simulation ticks, status lines, and resource steps log events with realistic pacing.
It is designed for demos, log pipeline testing, and documentation where the real stack is unavailable.
All output is generated locally in the browser and is safe to run.
[ ] Adding Hidden Agendas... / [o] Adding Hidden Agendas... OK [ ] Building Data Trees... - [o] Building Data Trees... SUCCESS [ ] Collecting Meteor Particles... |
No. It is a simulator that prints log text only.
Yes. The CLI supports speed and repeat options, and the web page can be refreshed.
No. It does not install, update, or modify anything.
SimCity-style games often show progress lines and simulation ticks. This module mimics that playful, procedural output.
Use it for demos or log aggregation tests without running the actual game.
Popular questions and answers from Stack Overflow related to SimCity.
SimCity uses cellular automata and agent-based simulation. Each tile has properties that affect neighbors. Agents (Sims, vehicles) path-find through the city. The game ticks update state incrementally.
Key algorithms: A* for pathfinding, cellular automata for land value/pollution spread, traffic flow simulation, utility network graphs, and demand/supply economic models.
Approaches vary: agent-based (individual vehicles), flow-based (aggregate traffic), or hybrid. Roads have capacity, intersections cause delays. Pathfinding uses weighted graphs with congestion feedback.
Land value typically uses: proximity to services (positive), pollution (negative), crime (negative), nearby land values (averaging). Often implemented with cellular automata spreading influence.
Usually graph-based: buildings are nodes, pipes/lines are edges. Use flow algorithms to distribute resources. Check connectivity, calculate capacity/demand, propagate shortages.
Track population needs: housing demand = jobs available - housing. Industrial demand = commercial activity. Balance with caps, growth rates, and feedback loops. Update periodically.
Zones define allowed building types. Buildings spawn based on demand/land value/accessibility. Higher value land gets denser buildings. Zone types influence each other (industrial near residential = bad).
Techniques: spatial partitioning (quadtree), LOD simulation (distant areas less detailed), batch updates, multithreading, caching expensive calculations, simplified models for scale.
Disasters are events that modify tile/building state: destroy buildings, spread fire (cellular automata), create evacuation traffic. Often use random triggers with escalation mechanics.
Serialize all tile data, building states, agent positions, economic variables. Use efficient formats (binary/protobuf). Consider save versioning for updates. Compress large saves.
Popular video tutorials to learn more about SimCity.
GDC
Learn game development concepts behind city builders including simulation systems, pathfinding, and economic models.
Watch on YouTubeSebastian Lague
Understand procedural generation techniques used in simulation games for terrain, buildings, and city layouts.
Watch on YouTube