It doesn't pass the white furnace test.
That made me realize I didn't understand much of the math I implemented. Random multiplications by pi and 2 as the author stated didn't work out.
Some economies, like New Zealand/Aeoteoroa were not populated until 1200/1300 CE which would be interesting to see in the stats. Other economies populated as translocation/transmigration of the population of other places wholesale. Indonesia had this, at scale. Millions of people moving. Hong Kong. 1949 partition in India caused massive shifts between two economies. Do we discount this happening in past times?
Estimates of population based on the number of individuals reported killed in battle would be very culturally informed. I have no idea how many camp followers a hoarde has, facing off the Roman army in Farther Gaul or Spain. How do you estimate population under migratory communities in steppes, or climate change effects in northern Europe?
It feels very guesswork-y
I liked the circularity reference. Easy to buttress yourself in a chain of references to peer review legitemacy, so economy estimates inform population and vice versa? use economic indicators when you don't have pop stats and don't ask too many questions where they came from!
For me, it sounds like city models such as cars and buildings will be one of the easiest models to generate (from what I have seen in papers).
As an indie dev myself I'm counting on that I will be able to buy most 3D content for a fraction of time/cost in a couple of years. And I plan my development around this and ignore art assets for now.
In practice however I didn't see any real good generated 3D asset for now. The problem is probably much harder as there are far more 2D assets than 3D, especially with PBR support.
Every so often, citizens and companies (I call the abstraction a "Soul") look through everything they can do and pick the on with the highest utility score.
If they're hungry, they'll get food. If it's the time of day where they should work, they'll go to work, except if they're too hungry!
All the blocks are there and the language is really well suited to games.
On top of my head:
The pros:
- The crate ecosystem and the package manager makes it really easy to integrate any useful component such as pathfinding, spatial partitioning, graphics backend, audio system.. Most crates take a lot of effort to be cross-platform so I can develop on linux and not spend too much time debugging windows releases.
- The strong typing and algebraic data types makes expressing the game state very pleasant. I also found I was able to develop a very big game without too many bugs even though I don't write many tests.
- Ahead of time compilation + LLVM guarantees you won't have to optimise for weird things around a virtual machine. Rust gives you more control to optimise hot loops as you can go low-level.
- I find wgpu to be the perfect balance between ergonomics and power compared to Vulkan. OpenGL support through wgpu is also a nice addition for lower end devices.
- The Rust community is very helpful, you can often talk directly to crate maintainers
The cons:
- Compilation times, when compared to JITed languages such as C# can be very painful. It can be alleviated by buying a 3950X but I still often get 10-30s iteration times.
- The static nature of Rust means you often need a dynamism layer above to tweak stuff that can be awkward to manage. I made inline_tweak for this purpose but it's really far from how easy Unity makes it. https://github.com/Uriopass/inline_tweak
- Since Rust feels very ergonomic, you are tempted to write almost all game logic within it, so mod support feels very backwards to implement as you cannot really tweak "everything" like in Unity games. Thankfully "Systems" game like Factorio or Egregoria can be theoretically split into the "simulation" and the "entities" so mod can still have a great impact. Factorio is built in C++ so has the same problematic. Their Lua API surface is quite insane to be able to hook into everything. https://lua-api.factorio.com/latest/
Now, I have to talk about Bevy: https://bevyengine.org/. It did not exist when I started but it is a revolution in the Rust gamedev space. It is a very powerful 100% Rust game engine that makes you write game code in Rust too. It has incredible energy behind it and I feel like if I'd used Bevy from the start I wouldn't have had to develop many core engine systems. Its modular design is also incredibly pleasant as you can just replace any part you don't like with your own.