Yesbox Studios
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yesboxstudios.bsky.social
Yesbox Studios
@yesboxstudios.bsky.social
Recreating childhood pixel by pixel.

Developing Metropolis 1998.

https://linktr.ee/yesboxstudios
Rendering 100K units requires a lot of CPU cycles, so the second half of the video shows the setup running at (a bit unstable) > 60 FPS!
July 3, 2025 at 2:18 PM
So I spent a few days tinkering with the containers the indoor pathing code relied on and boosted the numbers to 400-600 per frame (normal case: 2K to 3K), then distributed the load throughout multiple frames if needed.
July 3, 2025 at 2:18 PM
Typically 2%-6% of the population (when awake) will change their activity per in game minute. Thus every ~2,000 population ate up a frame. In a real city, this number is probably closer to ~10,000 (i.e. 500 processed units per frame).
July 3, 2025 at 2:18 PM
For this building (which is quite large), it came out to ~75 units per frame (@ 60FPS). <"worst case">
July 3, 2025 at 2:18 PM
This became an issue when I began batch-processing units to update their activity each in game minute. Hard to say the max number of units it could handle since it depends on building size and the units schedule (e.g. at work they move around less)
July 3, 2025 at 2:18 PM
There’s a guideline: 1% of purchase price per year for maintenance. Just realized that number is affected by inflation too 👀
May 23, 2025 at 8:11 PM
I like all the feedback! Bluesky compresses all the pixels out of videos so it probably wasn't clear, but the default option is randomized widths. I assume you meant width where you said depth, since the depth is based on the selection box. (And the game will slightly randomize those too)
May 8, 2025 at 10:37 PM