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A planetary simulation system

A planetary simulation system

The Dimming is the working name for a solo indie game I’ve been developing for ~3 months. It explores themes of light, darkness, agency, and intelligence. This game will make use of a real-time generative AI framework I’m developing — more on that in future posts. It’s been a lot of fun to work on!

Summary

In this game, the player controls tens of thousands of intelligent agents across an entire planet. A dark shroud begins to engulf the world. From this shroud, dark monsters and nightmares spawn.

Players can build lights, roads, buildings, and other structures to repel and reshape the shroud, while managing resources and defending against what emerges. The enemy, born from darkness, can construct antilights that attract and strengthen the shroud, creating pockets of growing corruption.

Agency System

The entire game revolves around a system of agency and intelligence, a partial ordering of abilities that increase as agents are exposed to light, and degrade in darkness. The longer an agent remains in the light, the more powerful and intentional their actions become. In the shroud, their cognition fades. If they fall far enough, they may even come under enemy control.

AgencyControl StateExample ActionsThematic Meaning
+8High Clarity (Light)Build towers, guide other agentsLeadership, emergent intelligence
+7 Build lights, construct roadsInfrastructure, long-term planning
+6 Collect resourcesPurposeful autonomy
+4 Direct player controlIndividual agency, heroism
+3 Explore unknown regionsCuriosity, discovery
+2 Defend structures or alliesLoyalty, basic judgment
+1 Attack nearby enemiesReflexive aggression
0Edge of ControlWander around aimlesslyConfusion, loss of purpose
-1Enemy Influence BeginsAttack player structuresManipulated intent
-2 Follow enemy pathsSubverted will
-4 Build negative lightsReinforce darkness, suppress clarity
-6 Lead other enemy agentsCorrupted leadership
-8Full Enemy Control (Dark)Build dark towers, lead offensivesStrategic malice

My hope is to achieve deep strategic gameplay through this system, emerging from a relatively small set of elegant mechanics, similar to games like chess or Go.

Simulation System

Procedural generation is becoming ubiquitous in games, but The Dimming takes it further by simulating an entire planet in real time. Unlike typical handcrafted terrain or noise-based maps, the world is built using a real-time physical simulation system that continuously updates during play.

Using an inflated cube topology to form a spheroid, combined with a fifth-order odd polynomial equal-area projection, I generate a seamless, cell-based simulation surface. This allows for physically-based terrain generation, hydraulic and thermal erosion, water flow, river formation, and the real-time spread of the shroud via fluid mechanics and flow/influence fields.

To support performance, I built a general frame distribution system to efficiently update the six cube faces of the simulation surface across frames, enabling high-fidelity, planet-wide simulations at interactive framerates.

This unlocks gameplay possibilities I haven’t seen in any other game — and helps bring the world to vivid life.


Well, I wanted to keep this piece relatively brief and non-technical. (Hey, at least there aren’t any equations in this post!) More technical deep-dives are coming soon!

This post is licensed under CC BY 4.0 by the author.