Load2Map

근황: Highrise City는(안하고 있지만..) 버그가 문제 되더라도 1000만 인구의 도시도 만들 수 있는데 반해 Cities 2는 50만 인구도 힘겨운 이유가 궁금해서 인구 시뮬레이션을 만들어 봄.

요즘 핫 하다는 Godot을 이용해 C#으로 작성했는데 멀티코어를 최대한 이용하도록 해서(제대로 했는지 모르겠다) 1000만 인구에 점유율 30%를 찍음.

그것도 출산률/사망자 처리도 안하고 나이만 조사하는건데도 30% 점유율... 아무리 내가 초보자에 최적화는 버린상태라고 해도 더 나아질 것 같지 않음.

교육, 의료, 치안 등 서비스 수준까지 체크 하면 그냥 컴퓨터가 망가질것 같아서 더는 할 필요가 없을것 같음.

그래픽이나 교통과 서비스도 처리해야 하니까 50~100만을 최대치로 본다면 딱 Cities 2에 맞다는 생각이 듦.

Cities 2가 언리얼로 갔어야 했다는 느낌인데 C#이 개발에 편하고 좋긴하지만 C++로 갔다면 Highrise 처럼 버그로 대참사가 났을지도 모르겠군...

(다음패치가 빨리 나와야....)

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Update: Although I'm not playing it, Highrise City allows you to build a city with a population of 10 million even if bugs are an issue, whereas Cities: Skylines 2 struggles with just 500,000. I was curious about why, so I created a population simulation myself.

I wrote it in C# using Godot, which is popular these days, and I tried to utilize multicore processing as much as possible (though I'm not sure if I did it right). Even with a population of 10 million, the CPU usage reached 30%.

And that's only with tracking age—no birth rates, death rates, or anything else. Even though I'm a beginner and didn't optimize the code, it doesn't seem like it can get much better.

If I had to check service levels like education, healthcare, and safety, I feel like the computer would just break down, so I don't see a point in continuing.

Considering that graphics, traffic, and services need to be processed too, 500,000 to 1 million seems like the maximum, which aligns with Cities: Skylines 2's situation.

I feel like Cities: Skylines 2 should have used Unreal Engine. However, while C# is convenient and great for development, if they had used C++, it might have ended up like Highrise, with bugs causing a disaster.

1 year ago (edited) | [YT] | 12