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SimCity Source Code Is Now Open

Tolkien writes "Source code for SimCity has been released under the GPLv3. For legal reasons the open source version was renamed Micropolis, which was apparently the original working title. The OLPC will also be getting a SimCity branded version that has been QA'ed by Electronic Arts. Some very cool changes have been made by Don Hopkins, who updated and ported what is now Micropolis. (Here is an earlier Slashdot discussion kicked off by a submission Don made.) Among other things, it has been revamped from the original C to using C++ with Python. Here is the page linking all the various source code versions. Happy hacking!"

30 of 360 comments (clear)

  1. All of a sudden... by Anonymous Coward · · Score: 5, Funny

    ... a big scream was heard, as if a thousand hours had suddenly been lost.

    1. Re:All of a sudden... by fodi · · Score: 5, Funny

      There's nothing wrong with the copy at all. This is just the open source version. To get it working:

      1. Reinstall your OS, taking note of which libraries you compile into the kernel and which you merely reference as modules (this will be used later).

      2. Scan all the ansi files in the download and replace references to other hardware with the .c files representing those in your own system. Re-Make the game and the installer and install it to a folder accessible by all users on your system, unless you're the only user and have a separate partition for your /usr path and wish to install there.

      3. Start the game, turn off sound and network options (don't kid yourself; it's for the best) and start a new game.

      4. If it runs too slowly, go back to step one and change the kernel\module mix to something more suitable.

      Yes, this was an OSS troll and a superficial attempt at light humour... take a breath, count to ten, then mod me down.

      - fodi
      5. Play !!

  2. Craptastic Code? by DingerX · · Score: 5, Insightful
    FTA:

    There's still a lot of craptastic code in there, but the heart of the software (the simulator) hasn't changed.


    I dunno, from the QA side in 88/89, the results were darn clean. The simulation would crash from time to time, but the interface, never. To all those who point to multi-threaded apps and say it's too hard for coders to do, I'd suggest that really good programmers are hard to come by.

    So maybe somebody can point to what's being complained about here. Back in the day, we didn't have the luxury of infinite space for code and variables. But from a quality-of-product point-of-view, very little could match (and can match) SimCity
    1. Re:Craptastic Code? by ddrichardson · · Score: 5, Funny

      Slashdot, the only place one can make a flippant remark regarding the state of 20 year old code and successfully find someone who worked on it.

      --
      A thistle is a fat salad for an ass's mouth...
    2. Re:Craptastic Code? by jericho4.0 · · Score: 5, Funny

      My personal favorite /. moment was someone telling John Carmack he didn't know what he was talking about.....

      --
      "A language that doesn't affect the way you think about programming, is not worth knowing" - Alan Perlis
    3. Re:Craptastic Code? by jensend · · Score: 5, Informative

      That would be this.

  3. Version? by Anonymous Coward · · Score: 5, Interesting

    I can't see anywhere stating the obvious, what version is it? Simcity classic, 2000? 3000? 4000?

    I'm assuming the classic, which is a shame as I felt 2000 was one of the few times a sequel actually made the game better. Unfortunately 3000 and 4000 continued to suggest otherwise however.

    Even if it's just classic however I'm sure I remember even that had some differences between platforms.

    Perhaps I'm just blind but it'd be interesting to know which version this is!

    1. Re:Version? by X0563511 · · Score: 5, Informative

      had you looked at the links, you would see this screenshot.

      Looks a lot like Classic.

      --
      For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
  4. Maybe now we can finally find out by Anonymous Coward · · Score: 5, Funny

    why it is that commercial zones placed more than a certain distance to the left of the city center never developed. I wonder if it was some kind of subtle political commentary on how leftist policy hurts business or something.

  5. Boo-hoo by Anonymous Coward · · Score: 5, Interesting

    The plane crash disaster has been removed as a result of 9/11 This is ridiculous.
    1. Re:Boo-hoo by Fred_A · · Score: 5, Insightful

      The plane crash disaster has been removed as a result of 9/11 This is ridiculous. I hope fires have also been removed as a result of California fires, tornadoes as a result of the Indian ocean tsunami and the big monster invasion as a result of Cmdr Taco. Other wise it wouldn't be very respectful for the victims you know.
      --

      May contain traces of nut.
      Made from the freshest electrons.
  6. Re:Finally! by Anonymous Coward · · Score: 5, Informative

    Luckily we already have much more advanced clones on Linux than the old original whose code has been opened.

    Though their move is still good, and interesting just to dig into the code.

  7. Re:huh? by that+this+is+not+und · · Score: 5, Funny

    Why all the effort to port to C++ ? C rocks !


    It needed to be updated, because it ran too fast on modern hardware.

  8. It's stated in the article by jesterzog · · Score: 5, Informative

    It actually states the history of where it's come from in one of the linked articles (emphasis added):

    • The original version of SimCity was developed by Maxis on the C64, and ported to various platforms, including the Macintosh. Maxis licensed the Macintosh SimCity source code to DUX software, to port to Unix.
    • DUX Software contracted me (Don Hopkins) to port SimCity to Unix, and I developed "SimCity HyperLook Edition", while working at the Turing Institute on HyperLook with Arthur van Hoff. The user interface was written in PostScript, which ran on the NeWS window system on Sun workstations, and it supported multiple zoomable views, pie menus, annotating and printing maps, and many user interface improvements.
    • After Sun canceled NeWS, DUX Software contracted me to rewrite the HyperLook user interface in TCL/Tk for X11, and I developed a multi-player networked user interface using the X11 protocol. The TCL/Tk version of SimCity has been ported to various Unix and non-Unix platforms, including SunOS, Solaris, Irix, HP/UX, OSF/1, Quarterdeck Desqview/X, NDC X Terminals, Warp, and Linux. The contract to sell SimCity for Unix expired after ten years, so the TCL/Tk version was no longer commercially available.
    • OLPC SimCity is based on the TCL/Tk version of SimCity. SimCity is a trademark of Electronic Arts. Don Hopkins adapted SimCity to the OLPC, thanks to the support of John Gilmore. OLPC SimCity will be shipped with the OLPC, and it has been run through EA's quality assurance process and reviewed for integrity. EA reserves the right to review and approve any version of the game distributed under the name SimCity.

    So it looks as if it's some kind of mutated version of SimCity Classic which dates back to the C64 version.

  9. good news by brunoacf · · Score: 5, Insightful

    That's amazing. It would be very nice if the code of other titles were released also. Many old (but good) softwares were forgoten because their sources were not available to maintain it's life.

  10. Re:No, its worse by Sentry21 · · Score: 5, Insightful

    Your post shows a deep lack of understanding of how and where Python is used, and for what purposes. As an example, Civilzation IV is written partially in Python (the user interface, as I recall), and EVE Online has a significant portion written in Python as well. Considering that a lot of what Python does is I/O bound, and a lot more can be done in outside libraries (e.g. DirectX), using Python in game development can make things a lot easier, and a lot easier to modify down the road.

    Put aside your prejudices and you may actually learn something.

  11. Re:No, its worse by SimHacker · · Score: 5, Informative

    To clear up some confusion: The old version of SimCity/Micropolis uses TCL/Tk to implement the user interface. That is the version currently being distributed on the OLPC. The new version is rewritten in C++, and has all the TCL/Tk and user interface stuff ripped out of it. I converted it to C++ for the reasons I described in other posts (quoted above), so it is now modular and can be run through SWIG to integrate it with many different scripting languages.

    But the core simulator is independent of Python, and runs extremely fast (the TCL/Tk version can run more than a year a second on the relatively slow OLPC). The OLPC uses Python as its standard system wide programming language, and all of its important libraries (like Cairo and Pango) are integrated as Python modules. So it makes the most sense to use SWIG to cast Micropolis into a Python module, first. Of course SWIG also makes it easy to integrate it with any other scripting language.

    If it's not immediately obvious to you (or even if it is), why anyone would want to integrate SimCity with a scripting language, instead of just writing the whole thing in C, then you should read some of the discussions I've been having with Alan Key about that topic, on my blog.

    -Don

    --
    Take a look and feel free: http://www.PieMenu.com
  12. The plane crash disaster has been removed as a res by Anonymous+Homo · · Score: 5, Insightful

    The plane crash disaster has been removed as a result of 9/11

    It's official, the terrorists have won.

  13. Re:What the fuck are you talking about? by SimHacker · · Score: 5, Insightful

    The original SimCity code written in C ran just fine of an 8 bit 1.02 MHz 6510. And I've optimized to run even more efficiently since then. So worrying about Python slowing SimCity down is totally lacking in perspective -- penny wise but pound foolish. SimCity is already many orders of magnitude faster than it needs to be. Anyway, the core simulator is written in C, so Python doesn't slow it down at all. You should learn more about Python programming, developing Python modules in C and C++, and using SWIG for integrating Python and native code, and using Python as an embedded application extension language, before "making such [...] comments".

    Using Python drastically speeds up the software development process, which is a great thing when software developer's time is so expensive, and computers are so fast. Python is also is a much easier language for kids to read, learn and program -- and the OLPC is an educational project, not a laptop project.

    -Don

    --
    Take a look and feel free: http://www.PieMenu.com
  14. Re:If you read the article... by SimHacker · · Score: 5, Informative

    You can do anything in C you can do in C++, but it's a total pain in the ass. Why, you can even write a C++ compiler in C that compiles C++ into C, and call it CFront.

    If you want to see what happens when you try to simulate C++ interfaces in C, then look at Microsoft's COM header files, which do exactly that.

    The reasons I translated the C code to C++ were: 1) eliminate all global variables, so multiple simulators could exist simultaneously without interfering with each other, 2) define all interfaces in one place so it's easier to work with and evolve the code, 3) enable SWIG to automatically generate an object oriented wrapper for any of a large number of scripting languages, like Python, 4) Impose some sane programming conventions on the code, for reliability and readability's sake.

    I hate C++ as much as anyone else does, probably more than most. But I know when it's better to use C++ than C, and this is one of those times.

    -Don

    ``The more important question of whether or not systems like C++ and X-Windows cause actual permanent brain damage in humans, will have to wait for the autopsies of human brain doners. That won't be soon, since they're still only in the animal experimentation stages. But I think it's reprehensible how they're exposing all those poor innocent bunnies to shoddy static class libraries without garbage collection, and high doses of raw Motif.''
    [From comp.lang.functional, ``Re: Effect of programming languages on thought'', Don Hopkins]
    --
    Take a look and feel free: http://www.PieMenu.com
  15. Re:Opportunity for a more realistic SimCity... by SimHacker · · Score: 5, Insightful

    From Designing User Interfaces to Simulation Games, a summary of Will Wright's talk to Terry Winnograd's User Interface Class at Stanford, in 1996.:

    Other people wanted to use SimCity for the less noble goal of teaching people what to think, instead of just teaching them to think.

    Everyone notices the obvious built-in political bias, whatever that is. But everyone sees it from a different perspective, so nobody agrees what its real political agenda actually is. I don't think it's all that important, since SimCity's political agenda pales in comparison to the political agenda in the eye of the beholder.

    Some muckety-muck architecture magazine was interviewing Will Wright about SimCity, and they asked him a question something like "which ontological urban paridigm most influenced your design of the simulator, the Exo-Hamiltonian Pattern Language Movement, or the Intra-Urban Deconstructionist Sub-Culture Hypothesis?" He replied, "I just kind of optimized for game play."

    -Don

    --
    Take a look and feel free: http://www.PieMenu.com
  16. Re:Nice move, but... by SimHacker · · Score: 5, Funny

    Yes, it'll be great to port Micropolis (SimCity) to embedded devices! I'd like to port it to the TomTom, and hook it up so you can operate the bulldozer or road building tool via GPS, just by driving around!

    -Don

    (Disclaimer: I work for TomTom, and this should NOT be interpreted as a product announcement!)

    --
    Take a look and feel free: http://www.PieMenu.com
  17. Re:What the fuck are you talking about? by SimHacker · · Score: 5, Interesting

    Agreed. But Java isn't exactly what I'd call a scripting language. What I expect from a scripting language is the easy ability to interact with it on a command line or interactive interpretive interface (like Smalltalk). (It doesn't actually have to be interpreted, just compiled fast enough that I don't notice, like many Lisps and OpenLaszlo implement their interactive command line.) Java's problem is not just that the compilers and tools aren't set up for interactive evaluation, but also that the syntax makes it extremely tedious and required typing a lot of boilerplate structural crap. Of course there are some good interactive interpreted languages like JavaScript (Rhino), Python (Jython) and Groovy implemented in Java.

    The great thing about integrating C++ modules like micropolis with Python is that you can play around with it from the keyboard, test and debug it easily, and get it to work quickly. Immediately after I compiled the micropolis module for the first time, I was able to import it, make a simulator, load a city, set the tax rate, and run the simulation loop, all from the keyboard! Then I copied that code I typed into a python file, and I had the first test framework.

    -Don

    --
    Take a look and feel free: http://www.PieMenu.com
  18. Re:If you read the article... by SimHacker · · Score: 5, Informative

    In order to modify a C program to use structures and function pointers instead of global variables, you have to meticulously modify almost every line of code. And that is simply far too much work to do, and would be extremely tedious and error prone.

    The one thing C++ is really great at, is taking a C program with global variables and global functions, and easily transforming it into a C++ class that encapsulates all the variables and functions, without disrupting every line of code. Because "this" is an implicit argument. Because member references don't have to explicitly go through "this".

    But if you did that kind of a transformation on C code by hand, you would have to rewrite every function signature to take an explicit "this" argument, and rewrite every variable or function reference to go through the "this" pointer.

    Actually, I really dislike GTK's Python binding mechanism. It's horribly complex, totally undocumented, and very brittle. It doesn't handle other languages, either. SWIG is a much more advanced, much easier to use tool. I also don't like GTK's "yet another object system". It accounts for most of the time spent by OLPC Sugar python applications initializing. It takes a horribly long time for GTK to initialize, and it's not Python's fault, it's GObject's fault. There's nothing worse than having several object systems, especially when some of them are slow, non-standard and difficult to work with.

    Have you ever looked at or used the COM macros for generating C++ vtable layouts? It's attrocious! Actually, I really like COM for what it is (I use XPCOM at work, since we use xulrunner to implement TomTom Home), but COM's C bindings are total crap. It's much easier to use from C++ with templates, ala ATL (ActiveX Template Library), WFC (Windows Foundation Classes), etc. The MFC COM and OLE stuff is much worse, but not as bad as the C stuff.

    C++ templates can't hold a candle to Common Lisp macros. C++ templates are a totally different animal, totally inferior to the macros that Lisp has had for many years. The arcane C++ syntax makes it impossible to support the kind of high level metaprogramming macros that Lisp so easily supports.

    -Don

    --
    Take a look and feel free: http://www.PieMenu.com
  19. Re:And yet... by Anonymous Coward · · Score: 5, Funny

    What the hell is this Lunix thing that so many keep talking about?

  20. Re:And yet... by Leftist+Troll · · Score: 5, Funny

    Lunix is one of the most powerful contraceptives evar ....It is an operating system that was the result of really crappy reverse-engineering efforts to create a free version of UNIX. Linus Torvalds and Alan Cox are the perpetrators behind this travesty. Tons of people use it, especially hippies, and no one really likes it except the terminally uncool. Most of them use it in violation of SCO's intellectual property rights. To use Lunix legally, one must pay a $699 license fee to SCO for each processor that runs the Lunix kernel.

  21. Welcoming a master coder by Atomic+Fro · · Score: 5, Funny

    I, for one, would like to welcome Don Hopkins: our sim-hacking overlord.

    --

    ==================
    Hippie Logger Jock
    ==================
  22. Re:And yet... by tepples · · Score: 5, Funny

    And yet... still no plans for Lunix support. Lunix runs on an 8-bit Commodore computer. Programs written in C or in C++ generally don't run fast on 8-bit machines, in part because C and C++ make heavy use of a data type called int, whose size varies from compiler to compiler but must be at least 16 bits.
  23. Re:No build on MacOS X by stargo · · Score: 5, Interesting

    Success :-)
    My patch agains micropolis can be found at: http://rmdir.de/~michael/micropolis_mac-osx.patch
    This patch also seems to fix graphic problems on Linux with a 24 bit X server.

  24. Re:port to win32 by kestasjk · · Score: 5, Funny

    You can pick up Simcity4 for like 5 euro I can't afford to pay US$60 for a game
    --
    // MD_Update(&m,buf,j);