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LivingInThePast

Was SimTower agent-based?

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I know CSL and SC13 made a big deal about "agent-based" gameplay, but wasn't SimTower also agent-based? I seem to remember how you could query anyone and find their stress, where they were going, etc.
 

If it was agent-based, that would be impressive for thousands of little "people" inside computers from the early to mid 1990s (and give CSL and SC13 the question of why they can't manage it), but if it wasn't, then why did SC13 and CSL switch to that model even though it's obvious that neither of them can do effectively?

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SimTower was agent based but the agents were extremely simple. They had an origin (outside or an apartment), a destination (a room or outside), and each type had a predefined schedule and list of possible jobs. Yoot Tower was able to go bigger (SimTower had limits on how many of each room could be built) by using 32 bit programming and some statistics (noise/traffic volume replaced Sims walking along floors) even though the agents only had 2 values: stress and type (though each type had a static wealth level, a job, and a home). I was planning on making a prerendered 3D building simulator in ECMAScript but I never learned the language. I could probably make it in C, maybe even C++ if I had the time and motivation. The 3D-ness was that each floor would comprise of 4-meter-deep slices and each slice was an array of 1-meter-wide tiles. Therefore the innermost array would be classic-view tiles, the middle array would be the depth slices for each floor, and the outermost array would be the storey number.

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that sounds really cool OcramsRzr (cool username btw).

I've been a big fan of sim tower since way back, to the point of rigging win3.1 in dosbox to play it. *:lol:

I wonder how long the old sixam guys took to program it?


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