Drive the city. Build the city. Infinite scale. Tiny download. Real Sky. Procedural everything. Smart Traffic.
The goal is to make Rusty Skylines: A Cities: Skylines inspired game featuring better features and way better performance as a priority.
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Small game size (under 50 MB TOTAL, currently 7MB) 🥵 Compared to Cities Skylines 2 at 60000MB
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Procedural textures and models
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Extremely performant and realistic traffic Sim (very smart cars)
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Extreme, infinite scale. Trucks can deliver from one country to the other.
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GRIDLESS procedural building
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Great Graphics, running at target: RTX 4060, 2560x1440, 100FPS
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Overall, multithreaded highly parallel simulation for nearly everything, with deferred, long tick rates per chunk
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Modding in the future with lua for low-performance and wasm for higher complexity/performance
A 3D scene with orbiting mechanics and movement of the camera.
The 3D scene has:
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Infinite, chunked, procedural Terrain
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Sun and moon with moon phases and correct orbiting, both dependent on the sun.
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The sun oscillates with the orbital tilt of the earth, set at Munich.
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Stars rendered from a real life database (Hipparcos Catalogue) of 118k stars
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Water rendered with Moon and Sun reflections
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Roads and cars.
Procedural Texture Manager inside my entire RenderManager (see my wgpu_render_manager repository)
GTAO Ambient Occlusion
Vignette, Fog, Tonemapping
Cascaded Shadows (4 Cascades)
Driving one car with WASD.
A WIP GUI Editor with the ability to edit any GUI in-game and save it, allowing expressions and logic and animations to be available through modding.
Hot-reloadable shaders (and by extension texture shaders!)
I won't hard-code any GUI, I'll just use the same thing I provide as modding, therefore creating great modding support. Win-Win!
All graphics are MSAA anti-aliased. (I didn't see a performance hit yet, but we'll see about that!)
Rusty Skylines is open for modding and non-commercial use. Attribution required, no resale or commercial distribution of the base game. Donations allowed as per license terms.