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SimHacker
micropolis
C2015–2026
SimHacker / micropolis

micropolis

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

7Distinct people
53Mentions
1Explicit recommenders
1.1KGitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

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

GitHub

Where it is used

No documented product use has been verified yet.

What people are saying

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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Also in these discussions

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
UTC ranges include their start and exclude their end. Select a period to filter the source evidence.
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

5 sources
>SimCity doesn't lend itself well to multiplayer functionality You make a lot of great and accurate points (including blaming EA instead of Maxis). But I disagree that SimCity doesn't lend itself well to multiplayer functionality. (And perhaps EA isn't the right company to pull it off properly, being more focused on competition and violence than collaboration and education.) I agree that it would be difficult to adapt SimCity to competitive play without over-complexifying and spoiling it, but SimCity is ideal for collaborative play, and constructionist education (as envisioned by Seymour Papert and Alan Kay)! I designed and implemented a collaborative multiplayer version called SimCityNet that I released online in 1993 (with node locked and floating DRM, but that worked offline or on a private network), including text chat and shared whit
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eboard overlay and voting dialogs and pie menus, which I described in my other post: https://news.ycombinator.com/item?id=38155984 Multi Player SimCity for X11 is now available from DUX Software! http://www.art.net/~hopkins/Don/simcity/simcity-announcement... SimCityNet: a Cooperative Multi User City Simulation at InterCHI '93: http://www.art.net/~hopkins/Don/simcity/simcitynet.html Multi Player SimCityNet for X11 on Linux: https://www.youtube.com/watch?v=_fVl4dGwUrA Back when ActiveX was a thing, Mike Perry at Maxis produced a web browser plug-in version of SimCity that was simply integrated with a text chat window, so although you were playing your own local copy of SimCity, you could chat with other users playing their own cities in their own browsers, brag and gossip about your city, ask questions and help each other. It was a huge hit relative to the amount of effort it took to implement, and despite its clunky stripped down user interface, but it demonstrated how essential and engaging communication between players was, even if they couldn't actually affect each others games or share save files. https://en.wikipedia.org/wiki/Mike_Perry_(game_developer) http://www.andywest.org/pr/simcity/misc/introduction.html >Meanwhile SimCity Classic did not die: Maxis/EA has transformed it into a Web game you can play from your browser (after registration). The Web SimCity plays just like the computer game, except that it does not have every feature. Also, since the game is an ActiveX control, you must use Internet Explorer to play it. I also designed and produced two different educational versions of SimCity/Micropolis, one an OLPC XO-1 Laptop interface for kids (X11/Cairo/PyGTK/Sugar) and one a web client/server interface (Python/TurboGears/AMF/OpenLaszlo/Flash) for an online community around shared multiplayer games and a storytelling platform. I completed MVP first-cuts, shipping the single player X11 version on the OLPC, and a web interface supporting multiple players sharing simulations running on the server. https://github.com/SimHacker/micropolis/blob/master/turbogea... https://github.com/SimHacker/micropolis/blob/master/laszlo/m... I haven't fully completed the long term plans for the web based version, because Sugar never panned out then Flash died, and I didn't have the resources or support. Finding support for developing educational software is tough, and I'd rather contribute new stuff to a truly free open educational community inspired by Seymour Papert's philosophy, like Snap!, than sharecrop on EA's intellectual property. https://snap.berkeley.edu/ I believe Seymour Papert's collaborative constructionist educational ideas can be applied to other city simulators, many other types of games, and especially visual programming environments like Snap! It's fortunate that SAP supports Jens Mönig to continue building on top of the block based visual programming ideas that he, Brian Harvey, John Maloney, Yoshiki Ohshima, Alan Kay, the MIT Media Lab Scratch project, and others developed: https://faberllull.cat/en/resident.cfm?id=38258&url=jens-mon... Micropolis Online (SimCity) Web Demo: https://www.youtube.com/watch?v=8snnqQSI0GE Micropolis: Constructionist Educational Open Source SimCity: https://donhopkins.medium.com/har-2009-lightning-talk-transc... Plan for developing Micropolis for OLPC: https://github.com/SimHacker/micropolis/blob/master/micropol... Micropolis for OLCP Sugar User Interface: https://github.com/SimHacker/micropolis/blob/master/Micropol... Notes on adapting Micropolis to the OLPC Sugar user interface: Core Ideas: Activities, not Applications First cut: Integrate the current TCL/Tk version of Micropolis to run as a simple activity within Sugar. Restructure the multi-window TCL/Tk code to run in a single full screen window. Implement a simple activity-oriented tiled window management interface. Disable advanced features like multiple editor and map windows, that require more sophisticated window management. Instead of using a traditional multi-window management approach, Make a simple wrapper around it that makes it appear in the Sugar user interface as an activity, like eToys does. Long term: Implement activity specific modes that reconfigure the user inteface (like Eclipse "perspectives"). - build/edit oriented interface - query/analysis oriented interface - financial oriented interface - communication/coordination oriented interface - dynamic zone finder analysis - grid of several overall map views, each configured to show a different overlay. - grid of several close-up map views, each centered on a different parts of the city (or tracking a player's cursor) Collaboration: Enhance multi player mode to support sharing activities. Both publishing your game for others to clone and play themselves (massively single player, like Spore), and letting others join in your game (like the current cooperative multi-player mode)). Multi player inte Expression: Enhance chat, journaling, storytelling, and personalization aspects of the game. Journaling: Record all events (both user edits and simulation events), chat messages and drawings. Checkpoint the game state, and implement the ability to deterministically replay time stamped editing events into the simulation, so you can fast forward and rewind from any checkpoint to any step of the simulation. Enable players to write newspaper articles about the cities, with live links to a snapshot of the simulation and a place on the map, related to the story. Other players could browse their published newspapers about the history of a city, and jump into that history at any time from any story. Iteration: Checkpoint game save files, allowing players to rewind history, and try "what-if" experiments. Presence is Always Present First cut: Enhance the current X11 based multi player interface to support presence, the grid network, and messaging. The current multi player interface runs a single Micropolis process on one laptop, which connects to the local X server, and/or several other X servers on laptops over the net. Rewrite the "Add User" dialog to be grid-network aware. Instead of asking for an X server DISPLAY screen, provide a list of friends on the network. Send an invitation to play to friends on the network. Rewrite the built-in chat interface to integrate with the chat system used by Sugar. Improve the shared "white board" overlay, so kids can draw on the map in different colors, enable and disable different overlays, save overlays with the map, add text to overlays, etc. Implement location based chat, by overlaying people icons and chat bubbles on the map. Each player has a people icon "cursor" that they can move around the map (which follows their selected editing cursor), and their chat messages show up in bubbles overlayed on the map. When you select an editing tool, you can type what you're doing with the tool, other people will be able to watch you, and make comments on what you're doing. Long term: Rewrite Micropolis in terms of Python/GTK/Cairo, and take full advantage of the Sugar libraries and services. Support sharing, mentoring, colaboration, voting, political dialogs, journaling, etc. Develop Micropolis into a exemplary, cutting edge demonstration of all that's great about Sugar. Tools of Expression Micropolis is great at supporting personal expression, interpretation and storytelling, and leveraging what the player already knows to make connections to new knowledge, and stimulating conversation, debate and analytical thinking. Develop a web based "Wikipedia" oriented interface to Micropolis, supporting colaboration, discussion, annotation, history journaling, and branching alternative histories. Journaling The "Micropolis Journal" could be realized as a web-based newspaper-like interface. Expose the multi player user interface through the web, instead of using X11. Automatically generate a newspaper for any particular time in a city's history, from the simulator events and state, combined with user written articles and chat messages. The newspaper has sections that present automatically generated snapshots of the information displayed in the various dialogs (graph, evaluation, chat, notices, etc), and stories about significant events (both user-generated and simulation-generated). Enrich the city save file with metadata including the chat and event journal, overlays, snapshots at different points in time (in a branching "what-if" tree structure), etc. In the Python version of Micropolis it will be easy to implement a web server based interface that lets users read the city's newspaper through the web browser, automatically inserting pictures of the map corresponding to particular events in time. An article about pollution going down could show a before and after overall map with the polution overlay, and stuff like that. Plug in modules to the simulator that analyze the state of the city and generate events for the newspaper to write articles about, including interesting stastical information and other parameters to insert into the story template. Implement "online surveys" that let newspaper readers vote on proposals (expose the voting interface to web based users). Use OpenLaszlo to develop a rich graphical AJAXian web service based Micropolis interface, eliminating the need for the X11 interface, and enabling all kinds of interesting interface customizations and mash-ups with other web services. [... lots more at:] OLPC-Notes.txt: https://github.com/SimHacker/micropolis/blob/master/Micropol... PLAN.txt: https://github.com/SimHacker/micropolis/blob/master/micropol...
In Why Cities: Skylines 2 performs poorly
I wrote this up about relicensing the Unix port of SimCity that I did for DUX Software as free open source software under GPL3 for the OLPC (which runs Linux): "It's a good idea not to just keep a copy of the source code stashed away somewhere, but also any contracts relating to the rights to the code." https://donhopkins.com/home/micropolis/dux-maxis-contract.tx... https://donhopkins.com/home/micropolis/dux-don-hopkins-contr... https://donhopkins.com/home/micropolis/olpc-ea-contract.pdf https://news.ycombinator.com/item?id=13693675 DonHopkins on Feb 21, 2017 | parent | context | favorite | on: Development content accidentally shipped on a DOS ... It's a good idea not to just keep a copy of the source code stashed away somewhere, but also any contracts relating to the rights to the code. In the early 90's, DUX Software licensed the rights
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to port SimCity to Unix from Maxis. Then DUX made a contract with me to do the work. I kept a copy of my contract with DUX, the original floppies they gave me with the original PC and Mac source code, as well as versions of the source code I ported to Unix. Years later I got a job working for Maxis on The Sims. Before we shipped it, EA bought Maxis, so a lot of people were let go, projects were canceled, physical and digital files were shuffled around, and institutional knowledge was lost. After we shipped The Sims but just before I left EA, on a fluke, I asked a Maxis old-timer if he had any idea if the contract between Maxis and DUX for SimCity still existed, and where it might be. As you would expect, it was in the bottom of a locked filing cabinet stuck in a disused lavatory with a sign on the door saying "Beware of the Leopard." ;( So I waited late into the night for the leopard to fall asleep, made a photocopy of it, then returned the original to its hiding place. ;) Several years later, John Gilmore suggested we persuade EA to relicense the SimCity source code under GPLv3, so it could be shipped with the OLPC. Of course nobody in EA Management knew where the source code was or if it even still existed, but fortunately I still had my copy. And of course nobody at EA Legal even knew if EA owned the rights to the changes I'd made (Maxis had gotten into some pretty terrible SimCity licensing contracts in the past). But fortunately I'd kept a copy of the contract between myself and DUX, and the contract between DUX and Maxis, proving its provenance, which clearly stated that DUX's rights expired after 10 years, after which the rights to all the modifications I made went back to Maxis (and thus were inherited by EA). Once all that was cleared up, the most important factor was that EA deputized someone on the inside to shepherd the project through the various stages of approval, relicensing, development and QA. Otherwise it would have died on the vine, since everybody in a big company, no matter how well intentioned, is always 500% busy doing their own stuff and can't be distracted by something that doesn't affect the bottom line. It finally made it through both EA Legal and QA, and we released the SimCity source code and binary for the OLPC under GPLv3! https://github.com/SimHacker/micropolis/tree/master/micropol...
In A guy preserving the new history of PC games, one Linux port at a time
SimCity for Unix was originally released as a commercial product from DUX Software for OpenWindows/NeWS/HyperLook in 1992: https://www.donhopkins.com/home/catalog/simcity/simcity-revi... Then later DUX Software released a collaborative multi player version of SimCity for X11/TCL/Tk in 1993: https://www.donhopkins.com/home/catalog/simcity/simcity-anno... https://groups.google.com/g/comp.newprod/c/5KWv25ckYHc/m/MgG... Then it was finally re-licensed under GPL-3 for the OLPC as SimCity, and for any other use as Micropolis in 2008 (with the multi player stuff disabled because the X11 network protocol was not safe or simple enough for kids to use on a mesh network): https://arstechnica.com/gaming/2008/01/simcity-goes-open-sou... https://github.com/SimHacker/micropolis
In Cool, but obscure X11 tools (2019)

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