SimCity Series
G4TV – SimCity’s Glassbox Simulation Engine Details
Mar 12th
If you’ve been following the latest SimCity news like a hawk, then you pretty much know about this. However, G4TV has put together a nice little article recapping Maxis’ SimCity GDC presentation. I just can’t get enough of it!
Leading up to GDC 2012, one of the big rumors as far as reveals was that EA and Maxis would unveil a new SimCity game. Well, as you’ve probably seen by now, that’s exactly what happened. However, despite holding a special press event to officially unveil the game, neither EA nor Maxis talked at all about the game itself or provide any details regarding its development, aside from showing a pre-rendered target concept/SimCity announcement trailer.
Instead, EA relegated said info that people wanted to a lately added panel entitled “Inside the Glassbox,” a largely technical-based presentation about Maxis’ new simulation engine that powers the SimCity. For someone like me (i.e. someone with zero understanding of the inner workings of a computer simulation engine), it was a rather dense discussion to wade through.
Here were some of the other big takeaways with regards to what Glassbox is allowing Maxis to achieve with SimCity:
- Everything in the game is physics based now (i.e. people, buildings, vehicles, etc.).
- “What you see is what you sim” and vice versa. Each sim in the world is an individual person. Instead of traffic density to represent cars, the game shows individual cars. You can see sims in their houses, at their jobs, going about their lives.
- The level of detail the engine is capable of producing will make your cities feel alive and more tactile than ever before.
- The engine is built with an eye on the future, and scalability is a major part of that vision, as it will allow the game to move from PC to mobile devices and back again without sacrificing the original quality.
- Because the engine and game will include such a solid online infrastructure, it will allow Maxis to deploy updates and tweaks directly into the game very quickly; it’s also what allows the cloud save system to work so well, even if the Maxis servers take a dive.
Maxis Development Team Answers Questions on Reddit
Mar 11th
I’m surprised this hasn’t been covered here yet.
[Andrew] I think the reaction to SimCity Societies made it pretty clear that something was missing, and we’re looking to bring back that ‘secret sauce’ in the new SimCity. Where we can though, we’re definitely interested in getting those kinds of vignettes in there to bring life to the city. We started down that path on SimCity 4 with our automata system, and we’re making further strides within the current game.
But wait there’s a lot more!
SimCity 5: Inside the GlassBox Engine (First Gameplay Demo)
Mar 7th
For those of you wanting to know what stage SimCity is currently in, you can catch the first ever gameplay demo videos shown off at GDC. Keep in mind that they are still almost 2 years from release (2013) so they have a long time to improve/add/work on things. Regardless, it is looking great!
Thanks to Os Games EA for the video links.
Gamasutra – Breaking down SimCity’s Glassbox engine
Mar 7th
I’m not too great when it comes to technical things, so for the most part, the following article from Gamasutra mostly goes right over my head. But I did take note that GlassBox (the engine for SimCity 5) was built for future Maxis simulations…and Andrew Willmott namedropped that it could one day be used for future versions of SimTower and SimCopter. Of course – this isn’t promised – just ideas on what they could roll with. I for one hope Maxis sticks with GlassBox and decides to update all of their great games.
As for The Sims – it uses an entirely separate game engine, and even though nothing in the article mentions any word on The Sims franchise, I highly doubt it’ll be used for The Sims 4.
The meat of a Glassbox-powered game is split into four object types: Resources, Units, Maps and Globals. These are tied together by Rules that are dictated by game scripts.
Resources
Resources are the basic currency in the game: oil, coal, crops, wood, water, electricity, etc. Resources come in bins: resource R has a capacity of C.
Units
Units represent things in the game, such as houses, factories, and people. Each unit has a state, which is a collection of resource bins.
As an example, a house may have 20/30 units of food in its bin, and 4/10 people. A gas pump would only have bins of petrol, and a petrol station would have both petrol and cars.
Maps
Maps represent depletable resources in an environment: coal, oil, forest, but also air pollution, land value, desirability, etc. As an example, a map may have oil underground, that is being sucked out by a pump into its own local bin.
Globals
Globals are just a set of resource bins. For example: the amount of money in a town, the amount of electricity being used.
Rules
Rules provide the verbs in a game to handle the nouns provided by the above. Rules operate on resources: they move them from one place to another, or possibly combine them into other resources. They have inputs and outputs.
This simple code example shows money being converted into wood if a person is available to make that transaction:
rule harvestWood
Money in 10
Wood out 2
People in 1People out 1
endHere is an example of a unit rule, showing a chaining effect: as a sim consumes mustard, they create an empty bottle, which then adds to a city’s pollution. If mustard is unavailable, they then go buy more mustard.
unitRule mustardFactory
rate 10global Simoleans in 1local YellowMustard in 6
local EmptyBottle in 1
local BottleOfMustard out 1map Pollution out 5
successEvent effect smokePuff
successEvent audio chugAndSlurponFail buyMoreMustard
endMap rules are simpler than that. In this example, grass will grow only where there’s soil, water and nutrients, which are all depletable resources:
mapRule growGrass
rate 200map Soil atLeast 20map water in 10
map Nutrients in 1map Grass out 5
endZones
Zones are well-defined areas, and a staple to Maxis games. Here’s another code example, with a housing zone developing houses at a rate of 3 a day if there are enough builders available, and only where allowed:
zoneRule developHouses
timeTrigger Day 0.5sample random -count 3test global Builders greater 5
test map Forest is 0createUnit -id Bungalows
endAgents
Agents are mobile things: they carry resources from one unit to another. They do not run rules — Maxis says they want 10,000+ agents running around at once, so they keep them simple to allow that. Agents can be people, cars, or even units of water running through a pipe. Here’s a code example of a car driving two people to work on roads:
unitRule goToWork
options -sendTo Work -via Car -using Roadlocal People in 2
agent People out 2
endEach agent is given a destination: people may go home or to work, firemen may go to a fire, pollution may go into people.
Ocean Quigley: SimCity 5 built with mods in mind
Mar 7th

The epic-bearded Maxis man has spoken
During Maxis’ GDC panel today on GlassBox, their engine for SimCity, Ocean Quigley stated that modders should not have any fear, SimCity 5 and GlassBox is built to have mods in mind:
“We know modding is hugely important to our community. We know the reason why people are still playing SimCity 4 ten years later is because the modding community has kept it alive. [SimCity engine] GlassBox is built to be moddable, but beyond that we haven’t announced anything.”
Seeing as EA already has its eyes set for DLC with the pre-order, many feared that Maxis may have dropped the ability to mod in attempt for EA to milk as much money as they can from the game. Luckily this won’t be the case (oh, EA will still try, but we all know fans tend to do a better job – no offense to the game developers).
Source: GameSpy
Pre-order SimCity Limited Edition from ShopTo.net (UK)
Mar 7th
You can now pre-order SimCity Limited Edition from ShopTo.net for only £39.85, saving just over £5.00. Just pre-ordered mine, and you don’t have to pay until it’s near the release – awesomeness!

SimCity Preliminary Requirements
Mar 6th
Meaning these are the minimum requirements, at this time. It will most likely change once the game is close to being finished.
Processor:
AMD Athlon 64 X2 Dual-Core 4000+ or better or Intel Core 2 Duo Processor 2.0GHz or betterOperating System:
Windows XP/Vista/7RAM:
Windows XP: 1.5GB
Windows Vista and Windows 7: 2GB
PCs using a built-in graphical chipset are recommended to have 2GB RAMGraphics Card:
ATI X1800 or better*
nVidia 7800 or better*
Intel 4100 Integrated Graphics or better*DVD-ROM:
8x or better
via: WorldSims
Even Ponies love SimCity
Mar 6th
PC Gamer Magazine – SimCity 5 details in May 2012 issue
Mar 6th
Want to know more about SimCity 5? Pick up PC Gamer Magazine at the end of the month as their May issue features 8 jammed pack pages of SimCity goodness! I will be picking this one up for sure!
SimCity is back! Oh, you’ve heard? Well, if you’re excited now, just wait until you get the whole story. We spent a day at Maxis to talk with the developers about SimCity’s groundbreaking new engine, design philosophy, and new features (multiplayer! curvy roads!), and you’ll find eight pages of concentrated details at the center of PC Gamer US issue #226.
Thanks to SimsVIP for the heads up!





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