GridFall
A 3D city-building simulation game developed with the Godot engine. Its core mechanic is that multiple AI mayors, each running on a different large model, autonomously manage city districts and issue construction and governance directives, while the player observes the city's evolution.
Timeline (last 90 days)
GridFall is a 3D city-simulation game developed with Godot 4.7 in which players do not build the city directly; instead, five AI mayors running on different large models each manage a district via GMI Cloud inference.
GridFall's 129 GLB buildings and props were made in Blender using Poly Haven's CC0 textures.
In GridFall, all textured materials have a metallic value of 1.0 on import, and the metallic map reads the blue channel of the ARM packed texture, causing roofs, bricks and concrete to be rendered as metal reflecting the sky.
GridFall's simulation runs 4 growth ticks per game day, and the view computes a smoothed stage progress every 0.15 seconds, but saves, AI vision and tests only see whole ticks.
GridFall's adjusted construction times: parks and roads 1 day, housing 2 days, bridges 2.5 days, police stations 3 days, hospitals about 4 days, towers 6 days, coal plants about 9 days, stadiums 12 days, and airports 15 days.
In GridFall, all helpers each tick contribute at most 60% of one contractor shift, and each district can run at most 10 private residential and commercial sites at the same time.
GridFall's world expanded from 96×96 to 192×192, for a total of 36,864 cells, four times the original.
After GridFall cached the neighborhood queries used in crime-rate and land-value calculations per cell, their cost dropped from 14 ms to 1.6 ms; a full simulation step takes about 55 ms and runs 4 times per game day.
On the developer's RTX 3050 laptop, GridFall runs at about 56–61 fps at the default view (about 3,650 draw calls) and about 65 fps when fully zoomed out.
GridFall draws trees in 48×48-cell chunks with low-poly distant stand-ins, and raising the chunk size from 24 to 48 halved the draw call count; chunks that are too large weaken frustum-culling granularity, so the number of draw calls and culling efficiency must be balanced.
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All Facts (11)
GridFall is a 3D city-simulation game developed with Godot 4.7 in which players do not build the city directly; instead, five AI mayors running on different large models each manage a district via GMI Cloud inference.
50%UnverifiedGridFall's 129 GLB buildings and props were made in Blender using Poly Haven's CC0 textures.
50%UnverifiedIn GridFall, all textured materials have a metallic value of 1.0 on import, and the metallic map reads the blue channel of the ARM packed texture, causing roofs, bricks and concrete to be rendered as metal reflecting the sky.
50%UnverifiedGridFall's simulation runs 4 growth ticks per game day, and the view computes a smoothed stage progress every 0.15 seconds, but saves, AI vision and tests only see whole ticks.
50%UnverifiedGridFall's adjusted construction times: parks and roads 1 day, housing 2 days, bridges 2.5 days, police stations 3 days, hospitals about 4 days, towers 6 days, coal plants about 9 days, stadiums 12 days, and airports 15 days.
50%UnverifiedIn GridFall, all helpers each tick contribute at most 60% of one contractor shift, and each district can run at most 10 private residential and commercial sites at the same time.
50%UnverifiedGridFall's world expanded from 96×96 to 192×192, for a total of 36,864 cells, four times the original.
50%UnverifiedAfter GridFall cached the neighborhood queries used in crime-rate and land-value calculations per cell, their cost dropped from 14 ms to 1.6 ms; a full simulation step takes about 55 ms and runs 4 times per game day.
50%UnverifiedOn the developer's RTX 3050 laptop, GridFall runs at about 56–61 fps at the default view (about 3,650 draw calls) and about 65 fps when fully zoomed out.
50%UnverifiedGridFall draws trees in 48×48-cell chunks with low-poly distant stand-ins, and raising the chunk size from 24 to 48 halved the draw call count; chunks that are too large weaken frustum-culling granularity, so the number of draw calls and culling efficiency must be balanced.
50%UnverifiedGridFall's save format v3 stores the world size, and loading a v2 save remaps each cell index into the larger grid, preserving compatibility with old saves.
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