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A complex simulation oriented 4x indie strategy game on planetary scale. In this game the player will lead a nation from late stone age all the way into the modern era, all whilst adapting to an ever changing environment.

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Ticks/turns now progress automatically. This makes it much easier to run the program. Previously one had to spam the "next turn" button to make the game run.

This system uses a coroutine, which enables the calculations to be dispatched over several frames. I do some time management within each frame to "ensure" 60 fps. How this is implemented in more detail is shown in the video below.

tick scheduling


subset size



The latest video devlog is available at: Youtu.be

The latest version can be downloaded at: Silvatem.itch.io

The simulation now allows rivers to spread water

The simulation now allows rivers to spread water

News 1 comment

Rivers now diffuse water, which makes vegetation along rivers in the desert possible. I've also added some more perlin noise in the initial elevation...

Added an industry production system to my simulation game on planetary scale

Added an industry production system to my simulation game on planetary scale

News

This version finally introduces some early gameplay. It is now possible for the player to build industries on tiles. These industries consume and produce...

Hydraulic erosion : Devlog #6

Hydraulic erosion : Devlog #6

News

Recently improved the map generation of my upcomming game. I use perlin noise to create an initial primitive map. I then apply tectonic uplift (also from...

Fauna simulation: Devlog #5

Fauna simulation: Devlog #5

News

This update introduces a fauna simulation which runs on top of the flora simulation. There are 2 kinds of animals: herbivores and carnivores. Both are...

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Orbis Multiplex 0.0.12.1

Orbis Multiplex 0.0.12.1

Demo

This version introduces the resource and industry systems.

Orbis Multiplex 0.0.7

Orbis Multiplex 0.0.7

Patch

The 0.0.7 version adds a vegetation simulation. Vegetation growth is dependent on precipitation, light and temperature.

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tuxu
tuxu - - 61 comments

Well done, the way you've combined the erosion sim technics is beautiful!

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VeniVdVici
VeniVdVici - - 390 comments

Great job. You can now simulate Norwegian and Chinese geography. A lot of broad flat bottomed valleys were once lakebeds. Many plains were likely always plains (looking at you Kansas and Argentina). A few others like the deccan, Idaho, Eastern Washington, parts of Siberia, were originally mountainous, but filled in by lava.

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mazioman
mazioman - - 30 comments

I cannot do or understand math, but I look at these magic equations and graphs and heatmaps and I'm, pardon my French, super ***** for this project. I might not be able to understand the systems at play, but I love looking at maps and leading imaginary countries. I hope this really goes places bud.

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15134243243
15134243243 - - 35 comments

I wish you luck with this ambitious project

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Latest posts from @multiplexorbis

Another devlog, this one is focused around improving the world simulation. Youtu.be

Feb 18 2022

Youtu.be

Feb 11 2022

Some preliminary results for the "moisture" simulation im working on in 0.1.4. Rivers flowing through deserts can n… T.co

Feb 11 2022

Youtu.be

Jan 23 2022

Also have been trying to make some music lately.Youtu.be

Jan 5 2022

Forgot my login credentials for twitter, finally found them again today. Here's the latest devlog. Youtu.be

Jan 5 2022

The 0.0.10 build is now out on Terrarray.itch.io T.co

Sep 24 2021