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micropolis
C2015–2026
SimHacker / micropolis

micropolis

Automatically exported from code.google.com/p/micropolis

7Distinct people
53Mentions
1Explicit recommenders
1.1KGitHub stars
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Automatically exported from code.google.com/p/micropolis

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I love this article! Great analysis and solutions. It's nice when user interface designers care enough to think through, implement, try out, and refine such important details.…

DonHopkins used a recommendation phrase. 2 indexed comments match. This is a phrase match, not a verdict.

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Mentioned in the same Hacker News threads. That is not proof they are substitutes.

This week on Hacker News

Nov 8–Nov 15 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/15/2026, 2:59:53 AM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by year53 dated mentions

Observed mentions: 2015-04-01 11:00:56 UTC to 2026-10-24 12:55:29 UTC.

0510152015-01-01 00:00:00 UTC to 2016-01-01 00:00:00 UTC (exclusive): 2 mentions; 0 submissions, 2 comments20152016-01-01 00:00:00 UTC to 2017-01-01 00:00:00 UTC (exclusive): 2 mentions; 0 submissions, 2 comments2017-01-01 00:00:00 UTC to 2018-01-01 00:00:00 UTC (exclusive): 4 mentions; 1 submissions, 3 comments2018-01-01 00:00:00 UTC to 2019-01-01 00:00:00 UTC (exclusive): 4 mentions; 0 submissions, 4 comments2019-01-01 00:00:00 UTC to 2020-01-01 00:00:00 UTC (exclusive): 6 mentions; 0 submissions, 6 comments2020-01-01 00:00:00 UTC to 2021-01-01 00:00:00 UTC (exclusive): 2 mentions; 0 submissions, 2 comments20202021-01-01 00:00:00 UTC to 2022-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2022-01-01 00:00:00 UTC to 2023-01-01 00:00:00 UTC (exclusive): 13 mentions; 1 submissions, 12 comments2023-01-01 00:00:00 UTC to 2024-01-01 00:00:00 UTC (exclusive): 5 mentions; 0 submissions, 5 comments2024-01-01 00:00:00 UTC to 2025-01-01 00:00:00 UTC (exclusive): 5 mentions; 0 submissions, 5 comments2025-01-01 00:00:00 UTC to 2026-01-01 00:00:00 UTC (exclusive): 5 mentions; 0 submissions, 5 comments2026-01-01 00:00:00 UTC to 2027-01-01 00:00:00 UTC (exclusive): 4 mentions; 0 submissions, 4 comments. Incomplete calendar period.2026*

* An incomplete calendar period is marked with an outlined bar. Its count is not directly comparable with a full period.

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC.

View mention counts and date ranges
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PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
20152015-01-01 00:00:00 UTC2016-01-01 00:00:00 UTC202
20162016-01-01 00:00:00 UTC2017-01-01 00:00:00 UTC202
20172017-01-01 00:00:00 UTC2018-01-01 00:00:00 UTC413
20182018-01-01 00:00:00 UTC2019-01-01 00:00:00 UTC404
20192019-01-01 00:00:00 UTC2020-01-01 00:00:00 UTC606
20202020-01-01 00:00:00 UTC2021-01-01 00:00:00 UTC202
20212021-01-01 00:00:00 UTC2022-01-01 00:00:00 UTC101
20222022-01-01 00:00:00 UTC2023-01-01 00:00:00 UTC13112
20232023-01-01 00:00:00 UTC2024-01-01 00:00:00 UTC505
20242024-01-01 00:00:00 UTC2025-01-01 00:00:00 UTC505
20252025-01-01 00:00:00 UTC2026-01-01 00:00:00 UTC505
2026 (partial)2026-01-01 00:00:00 UTC2027-01-01 00:00:00 UTC404

What Hacker News says

13 sources
Correct, but Will originally called it "Micropolis", however there was a disk drive manufacturer using that name, so he subsequently renamed it "SimCity". https://en.wikipedia.org/wiki/Micropolis_Corporation "Dollhouse" also went through a lot of names before settling on its more marketable and obvious-in-retrospect name "The Sims". After convincing EA to relicense the free original source code of SimCity under GPL3, I renamed the open source version "Micropolis" so as to avoid using the trademark "SimCity" (which would have contractually require getting EA's QA department to test and approve every change, which was not an easy task the first time (they'd never QA'ed a Linux game before, so I had to handhold them through running it under VMWare), a difficult task which I didn't want to repeat). OLPC/EA SimCity Contract: https://donhopkins
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.com/home/olpc-ea-contract.pdf >General Software Requirements: OLPC agrees that the OLPC SimCity will not be approved by EA for distribution under Section 2.2 of this Agreement, until the OLPC SimCity meets the following general software requirements: >1. EA’s QA team is unable to crash the game in sixteen (16) man-hours of play-time. >2. EA’s QA team is unable to find images/language that is deemed inappropriate to achieve an “E” rating by the ESRB standard. >3. No use of any EA Trademarks that would reflect negatively upon the established reputation of EA. >4. Add copyright/license information to each source file to reflect the proper licensing. It was based on the original Mac version of SimCity that I first ported to NeWS/HyperLook then to X11/TCL/Tk and made to support multiplayer (which I had to disable for the OLPC version, due to X11's broken security model): http://www.art.net/~hopkins/Don/hyperlook/SimCity.README http://www.art.net/~hopkins/Don/hyperlook/HyperLook-SimCity.... http://www.art.net/~hopkins/Don/simcity/simcity-announcement... http://www.art.net/~hopkins/Don/simcity/SimCity-For-X11.gif http://www.art.net/~hopkins/Don/simcity/SimCity-Indigo.gif http://www.art.net/~hopkins/Don/simcity/SimCity-NCD.gif http://www.art.net/~hopkins/Don/simcity/SimCity-Sun.gif Open Sourcing SimCity, by Chaim Gingold. Excerpt from page 289–293 of “Play Design”, a dissertation submitted in partial satisfaction of the requirements for the degree of Doctor in Philosophy in Computer Science by Chaim Gingold: https://donhopkins.medium.com/open-sourcing-simcity-58470a27... >[71] The Unix and then open sourced versions have undergone multiple iterations. The OLPC version is based on the original open sourced version, which is written in C for X11 with TCL/Tk. Hopkins introduced some optimizations and, I believe, some bugs in this version (the tile animation system). Hopkins would go on to rewrite Micropolis in C++, cleaning up and organizing the code. Java and JavaScript translations now exist, too. >There were a couple of notable stipulations. First, that EA’s quality assurance (QA) test and approve any release titled “SimCity.” For this reason, Hopkins renamed the project “Micropolis,” an earlier working title for SimCity. Second, as a post-9/11 consideration, EA requested that the airplane crash disaster be removed from the game. Regard for publicity, both negative and positive, must have driven these stipulations as well as the decision to move forward with the project. >SimCity began life as Wright’s private toy, and went on to be continually recast as commercial software (Maxis), serious simulation (Sun), and educational plaything (OLPC). It’s polymorphic quality allowed it to be perceived and used by diverse agents, who turned it towards satisfying their own particular agendas and contexts. This interpretive versatility, which can productively be understood through Sutton-Smith’s notion of play’s ambiguity, is crucial to SimCity’s evocativeness, and ultimately led to its availability as free open source software. Open Source Micropolis, based on the original SimCity Classic from Maxis, by Will Wright: https://github.com/SimHacker/micropolis Micropolis: Constructionist Educational Open Source SimCity: https://donhopkins.medium.com/har-2009-lightning-talk-transc...
In Convert SimCity 2000 cities into Minecraft worlds
You can check out the original SimCity Classic source code here, which I cleaned up, refactored and renamed for consistency and readability, documented, and translated to C++, but it still retains the original behavior and intent: https://github.com/SimHacker/micropolis/tree/master/Micropol... This is also an earlier version which that code was derived from, that I started from the Mac version, ported to Unix, cleaned up and translated old C and 68k assembly to ANSI C, and made a user interface with the TCL/Tk scripting language and X11 GUI toolkit: https://github.com/SimHacker/micropolis/tree/master/micropol... The one little "modernization" I made to the simulation was to copy the radar dish tile animation from the airport, and make it individually placeable as a "high speed network connection" that let people telecommute from home with
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out generating traffic and pollution. That was a tip of the hat to John Gauge's "Net Day", a mid-90's internet craze of hooking schools up to the net. https://en.wikipedia.org/wiki/NetDay Chaim Gingold mentions the function s_traf.c/FindPTele in his SimCity Reverse Diagrams animation characters atlas of tiles, under "Telecommunications" -- /* look for telecommunication on edges of zone */ -- if there is a telecommunication dish adjacent to a residential zone, then its residents can telecommute without driving around generating traffic and pollution. I turned that off for the OLPC release, though. https://github.com/SimHacker/micropolis/blob/master/micropol... Chaim Gingold has analyzed the code and visually documented how it works, in his beautiful "SimCity Reverse Diagrams": https://lively-web.org/users/Dan/uploads/SimCityReverseDiagr... >SimCity reverse diagrams: Chaim Gingold (2016). >These reverse diagrams map and translate the rules of a complex simulation program into a form that is more easily digested, embedded, disseminated, and and discussed (Latour 1986). >The technique is inspired by the game designer Stone Librande’s one page game design documents (Librande 2010). If we merge the reverse diagram with an interactive approach—e.g. Bret Victor’s Nile Visualization (Victor 2013), such diagrams could be used generatively, to describe programs, and interactively, to allow rich introspection and manipulation of software. >Latour, Bruno (1986). “Visualization and cognition”. In: Knowledge and Society 6 (1986), pp. 1– 40. Librande, Stone (2010). “One-Page Designs”. Game Developers Conference. 2010. Victor, Bret (2013). “Media for Thinking the Unthinkable”. MIT Media Lab, Apr. 4, 2013. Earlier I wrote about the "Simulator Effect" aka "apophenia", and "Reverse Over Engineering": https://news.ycombinator.com/item?id=22062590 DonHopkins on Jan 16, 2020 | parent | context | favorite | on: Reverse engineering course Will Wright defined the "Simulator Effect" as how game players imagine a simulation is vastly more detailed, deep, rich, and complex than it actually is: a magical misunderstanding that you shouldn’t talk them out of. He designs games to run on two computers at once: the electronic one on the player’s desk, running his shallow tame simulation, and the biological one in the player’s head, running their deep wild imagination. "Reverse Over-Engineering" is a desirable outcome of the Simulator Effect: what game players (and game developers trying to clone the game) do when they use their imagination to extrapolate how a game works, and totally overestimate how much work and modeling the simulator is actually doing, because they filled in the gaps with their imagination and preconceptions and assumptions, instead of realizing how many simplifications and shortcuts and illusions it actually used. https://www.masterclass.com/classes/will-wright-teaches-game... >There's a name for what Wright calls "the simulator effect" in the video: apophenia. There's a good GDC video on YouTube where Tynan Sylvester (the creator of RimWorld) talks about using this effect in game design. https://en.wikipedia.org/wiki/Apophenia >Apophenia (/æpoʊˈfiːniə/) is the tendency to mistakenly perceive connections and meaning between unrelated things. The term (German: Apophänie) was coined by psychiatrist Klaus Conrad in his 1958 publication on the beginning stages of schizophrenia. He defined it as "unmotivated seeing of connections [accompanied by] a specific feeling of abnormal meaningfulness". He described the early stages of delusional thought as self-referential, over-interpretations of actual sensory perceptions, as opposed to hallucinations. RimWorld: Contrarian, Ridiculous, and Impossible Game Design Methods https://www.youtube.com/watch?v=VdqhHKjepiE 5 game design tips from Sims creator Will Wright https://www.youtube.com/watch?v=scS3f_YSYO0 >Tip 5: On world building. As you know by now, Will's approach to creating games is all about building a coherent and compelling player experience. His games are comprised of layered systems that engage players creatively, and lead to personalized, some times unexpected outcomes. In these types of games, players will often assume that the underlying system is smarter than it actually is. This happens because there's a strong mental model in place, guiding the game design, and enhancing the player's ability to imagine a coherent context that explains all the myriad details and dynamics happening within that game experience. >Now let's apply this to your project: What mental model are you building, and what story are you causing to unfold between your player's ears? And how does the feature set in your game or product support that story? Once you start approaching your product design that way, you'll be set up to get your customers to buy into the microworld that you're building, and start to imagine that it's richer and more detailed than it actually is.
In Magnasanti – The largest and most terrible city of SimCity
Maxis actually distributed a model of Kowloon as one of the original cities included with SimCity Classic (before it was called "Classic"). I recall that it was from the Japanese Fujitsu FM Towns version of SimCity, which included several extra Japanese cities that weren't shipped with other versions, but that I dug up from my archives and included with Micropolis, the open source version of SimCity Classic. https://en.wikipedia.org/wiki/FM_Towns https://www.mobygames.com/game/fmtowns/simcity https://www.retroplace.com/en/games/46874--simcity Directory of original Maxis SimCity save files, including Kamakura, Kobe, Kowloon, Kyoto, Senri, and Yokohama from the FM Towns version: https://github.com/SimHacker/micropolis/tree/master/Micropol... Kowloon save file: https://github.com/SimHacker/micropolis/blob/master/Micropol... Tokyo was also on
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e of the original SimCity scenarios, shipped with every version of the game. That was the one that caused Toho (Godzilla's owner) to sue Maxis because the scenario originally referenced Godzilla, and the box featured a picture of Godzilla. Maxis had to change it to a generic orange monster and call it a "large reptillian creature" instead, and change the Godzilla on the box to a tornado. Original versions of the box with Godzilla are valuable collectors items! >TOKYO, JAPAN 1957: A large reptilian creature has been spotted heading for Tokyo bay. It seems to be attracted to the heavy levels of industrial pollution there. Try to control the fires, then rebuild the industrial center. You have 5 years. https://imgur.com/z5gy9GW https://twitter.com/dancingcrab/status/928792064736874496 https://en.wikipedia.org/wiki/Godzilla_in_popular_culture#Vi... >The "Monster" disaster in the computer game SimCity depicted an unnamed green monster that resembled Godzilla. A scenario in the game: Tokyo, Japan 1954 parodies the original movie. The depiction of the monster in-game and on the boxart led to legal issues with Toho, with Maxis changing the Monster's design in-game and swapping it on the packaging for the "Tornado" disaster instead.
In Magnasanti – The largest and most terrible city of SimCity
If your argument requires me to "forget the technical debate for a minute" (and why should I?), and also you're nit picking at semantics with your own arbitrary definitions and personal interpretations, without any links or citations to back yourself up, you're really out on a limb there. Do you really believe that I don't know what Python is good for after using it for over 20 years, working with clients including mathematicians, game designers, ai researchers, and my own personal open source projects like SimCity/Micropolis? https://github.com/SimHacker/micropolis/tree/master/Micropol... https://github.com/SimHacker/micropolis/tree/master/Micropol... https://github.com/SimHacker/micropolis/tree/master/Micropol... https://github.com/SimHacker/micropolis/tree/master/Micropol... How many years have you been using Python for, and for what?
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In To Ruby from Python
DonHopkins·Jul 5, 2022Recommendation phrase
I love this article! Great analysis and solutions. It's nice when user interface designers care enough to think through, implement, try out, and refine such important details. I developed a multi player version of SimCity for X11 that I released in 1993 and demonstrated at the InterCHI '93 Interactive Experience, which showed you other player's cursors moving around and editing the map, but of course it required a fast network to run on and updated all the clients synchronously, due to the limitations of X-Windows, so there were no interpolation issues. (X-Windows clients aren't even capable of performing local computation and feedback the way NeWS clients could and web browser clients now can, so it was a moot point.) https://www.donhopkins.com/home/catalog/simcity/simcity-anno... https://www.donhopkins.com/home/catalog/simcity/simcityne
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t.h... The multi player demo showing different kinds of voting dialogs, multiple cursors, the tool palette and pie menus, and the voting "yes" shortcut of building the same thing in the same place, starts at 5m45s: https://www.youtube.com/watch?v=_fVl4dGwUrA&t=5m45s One interesting thing about the SimCity cursor was that it was color and shape coded to show which tool was selected. The tool palette (and also the pie menus which had the same icons and layout as the tool palette) served as a legend for the cursor by showing the same color coded outline around the icons as the cursor used. So you could tell which tool other users had selected. You could hide the tool palette to make the map bigger, and use the pie menus instead, which were much more efficient. Multi Player SimCityNet for X11 on Linux: Demo of the latest optimized Linux version of Multi Player SimCity for X11. Ported to Unix, optimized for Linux and demonstrated by Don Hopkins: https://www.youtube.com/watch?v=_fVl4dGwUrA Micropolis Online (SimCity) Web Demo: A demo of the open source Micropolis Online game (based on the original SimCity Classic source code from Maxis), running on a web server, written in C++ and Python, and displaying in a web browser, written in OpenLaszlo and JavaScript, running in the Flash player. Developed by Don Hopkins: https://www.youtube.com/watch?v=8snnqQSI0GE Source Code: https://github.com/SimHacker/micropolis HAR 2009 talk: Constructionist Educational Open Source SimCity: https://donhopkins.medium.com/har-2009-lightning-talk-transc...
In How to Animate Multiplayer Cursors
Actually, EA released the source code and binary Linux version the original SimCity under GPL-3, which I ported to various Unix platforms including Linux and the OLPC. https://medium.com/@donhopkins/open-sourcing-simcity-58470a2... >Open Sourcing SimCity, by Chaim Gingold. Excerpt from page 289–293 of “Play Design”, a dissertation submitted in partial satisfaction of the requirements for the degree of Doctor in Philosophy in Computer Science by Chaim Gingold. Granted, EA's QA folks had never QA'ed a Linux game before, so I had to walk them through installing VMWare on Windows and gave them a Linux operating system image to test it with, but it did pass QA, and they released it in binary on the OLPC as well as in source code form. https://github.com/SimHacker/micropolis Here's the contract with all the legal details: https://donhopkins.com
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In Effective altruism and the current funding situation
I've got the original black-and-white SimCity tile set kicking around somewhere, as well as all of the original color tile packs, too. (Medieval Village, Moon Base, etc.) It should be possible and straightforward to convert and reformat them into a single tile bitmap, and drop it in. If somebody wants to add them, ask me and I'll dig them up. Original color tiles: https://github.com/SimHacker/micropolis/blob/master/Micropol... Chaim Gingold's SimCity Reverse Diagrams visually illustrate how all the tiles are organized, grouped, and animated, how the different phases of "Simulate()" perform different kinds of analysis over time, how the traffic and other simulations work, how data flows through the different map layers and models, and how different parts of the simulation interact with each other. https://lively-web.org/users/Dan/uploads/S
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imCityReverseDiagr... >SimCity reverse diagrams, by Chaim Gingold (2016). >These reverse diagrams map and translate the rules of a complex simulation program into a form that is more easily digested, embedded, disseminated, and and discussed (Latour 1986). >If we merge the reverse diagram with an interactive approach—e.g. Bret Victor’s Nile Visualization (Victor 2013), such diagrams could be used generatively, to describe programs, and interactively, to allow rich introspection and manipulation of software. >Latour, Bruno (1986). “Visualization and cognition”. In: Knowledge and Society 6 (1986), pp. 1– 40. >Librande, Stone (2010). “One-Page Designs”. Game Developers Conference. 2010. >Victor, Bret (2013). “Media for Thinking the Unthinkable”. MIT Media Lab, Apr. 4, 2013.
In MicropolisJS: A JavaScript clone of the original SimCity
DonHopkins·Mar 8, 2022Recommendation phrase
I fixed that in the NeWS and X11 versions of SimCity, but probably that code didn't get ported to the JavaScript version, since it was in the user interface layer, which works a bit differently in MicropolisJS (and on every platform) of course. The MicropolisEngine::toolDrag method does what you want, I think: it drags a tool from one tile to another, drawing all the tiles in-between without gaps. It would be wonderful if somebody would port the "toolDrag" code to the JavaScript version. It's pretty brute force but straightforward. The mouse tracking code that calls it needs to pass in the previous mouse coordinates (in tile coordinates, independent of scrolling), of course. (I'm sorry, but I haven't had time to work on Micropolis in a long time, but I'm delighted for other people to work on it and I love Graham's excellent work, and I'm
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happy to answer any questions.) https://github.com/SimHacker/micropolis/blob/master/Micropol... /** * Drag a tool from (\a fromX, \a fromY) to (\a toX, \a toY). * @param tool Tool being dragged. * @param fromX Horizontal coordinate of the starting position. * @param fromY Vertical coordinate of the starting position. * @param toX Horizontal coordinate of the ending position. * @param toY Vertical coordinate of the ending position. */ void Micropolis::toolDrag(EditingTool tool, short fromX, short fromY, short toX, short toY) ... // Do not drag big tools. ... doTool(tool, fromX, fromY); // Ensure the start position is done. ... // Vertical line up or down ... // Horizontal line left/right ... // General case: both X and Y change. ... Here's the Python code for the MicropolisTool class that calls it (via SWIG), in the PyGTK user interface: https://github.com/SimHacker/micropolis/blob/master/Micropol... And here's the client/server version (OpenLaszlo/Flash client, Python/TurboGears server): Laszlo appview.drawToolStart/Move/Start: https://github.com/SimHacker/micropolis/blob/master/laszlo/m... Python Micropolis Session handleMessage_drawToolStart/Move/Stop: https://github.com/SimHacker/micropolis/blob/master/Micropol... Looks like the old TCL/Tk/X11 version even let you hold down the control key to constrain the road/rail to vertical or horizontal lines -- that's a nice feature I totally forgot about: https://github.com/SimHacker/micropolis/blob/master/micropol... https://github.com/SimHacker/micropolis/blob/master/micropol... Make sure you call toolDrag on the initial and final mouse coordinate on mouse down and up, don't just call toolDrag on mouse move events (or animation ticks), or you might miss the initial source or final destination when the user draws quickly! For extra credit, make sure the drawing tools work smoothly and reliably with auto-scroll! That makes drawing long roads and railroads easy. ;) Some of the above user interface code is tricky because it supports multiple views, and each view must maintain its own independent track state. (TCL/Tk/X11 SimCity supported not only multiple views, but also multi-player mode with one X11 client connected to several X11 servers at once (which is rightfully considered a terribly unsafe practice these days), so several people could actually be drawing at once, and you don't want to get their tracking state mixed up! The Python/Flash networked version supported multiple views and users via multiple independent "Sessions" attached to the same simulator, and all the tracking state (like the last tile position to draw from) stayed on the client side.) Nowadays it's second nature for user interface views to encapsulate all of the mouse tracking state, but the original SimCity code (and the original TCL/Tk UI tracking code) just had lots and lots of global variables! So all the mouse tracking and tool drawing stuff needed to be abstracted and implemented in a higher level platform specific layer, instead of inside MicropolisCore.
In MicropolisJS: A JavaScript clone of the original SimCity
Here is the html documentation from the Micropolis source code, which I typed in from the original SimCity manual (originally into FrameMaker, but then I converted it to HTML), that was released by EA under GPL: https://github.com/SimHacker/micropolis/tree/master/Micropol... Introduction: https://github.com/SimHacker/micropolis/blob/master/Micropol... Tutorial: https://github.com/SimHacker/micropolis/blob/master/Micropol... Reference: https://github.com/SimHacker/micropolis/blob/master/Micropol... Inside the Simulator: https://github.com/SimHacker/micropolis/blob/master/Micropol... History Of Cities And City Planning by Cliff Ellis: https://github.com/SimHacker/micropolis/blob/master/Micropol... Bibliography: https://github.com/SimHacker/micropolis/blob/master/Micropol... Here is a pdf file of a scan of the HyperLook SimCity manual I made
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with the NeWS version of FrameMaker: https://donhopkins.com/home/HyperLook-SimCity-Manual.pdf And here's an illustrated transcript and video of the Hacking at Random talk I gave about Micropolis: https://donhopkins.medium.com/har-2009-lightning-talk-transc...
In MicropolisJS: A JavaScript clone of the original SimCity
This is incredibly cool, thanks to Don Hopkins for open-sourcing the original (C, C++ or Java implementations) micropolis codebase [1] ! As a shameless plug, I've been for the last few years re-implementing on and off this exact same project (based on the C++ codebase) in Rust, WebAssembly and Svelte! [2] Quite a bunch of buzzwords I know, but it's specifically made for me to have fun. The map generation is working (or at least it was properly rendered when I was using React) and about ~50% of the codebase has been ported over to Rust, but there's still a lot of work to be done if anyone wants to help! The end goal is notably to have tons of slick data visualisations with d3.js. [1] https://github.com/SimHacker/micropolis [2] https://github.com/pierreyoda/micropolis-rs
In MicropolisJS: A JavaScript clone of the original SimCity

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