RDev Log - 1 Introducing LogiSim<

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Date: August 14, 2025

I want to share a bit about my new game prototype: LogiSim. It’s a simulation game focused on the world of logistics — delivering cargo, managing warehouses, and even taking over competing companies. Right now, everything is powered by a barebones simulation engine that I’ve been slowly building from the ground up. I’ve spent the last two months on this project, and while I only have one screenshot to show (you’ll find it at the end of this post), a lot has been happening behind the scenes. Most of my time so far has gone into researching how the stock market works. I’m aiming to build an in-game market that’s not only somewhat accurate but also fun to interact with. The stock market and broader economic systems aren’t quite ready to show yet, but I do have a roadmap for when I plan to start rolling those out. The development time that wasn’t spent deep-diving into finance was mostly focused on generating road networks and implementing basic vehicle movement. Right now, the game attempts to procedurally generate an organic-style road network. The results are… interesting. What I currently have looks more like a chaotic tangle of roads — many forming strange triangle-shaped patterns with sharp angles and no curves. It’s functional, but far from realistic. In the next few weeks, I plan to refine this system to better reflect semi-realistic city road layouts — the kind you’d see in cities like Seattle, Denver, Charlotte, or Toronto. I’ve been spending a lot of time on OpenStreetMap just observing how streets are laid out in real cities. I even considered integrating OSM data directly into the game, but that quickly became a rabbit hole I’m not ready to go down just yet. I’ve also started working on A* pathfinding. Right now, it works… maybe 35% of the time. The issues come down to how junctions and traffic lights are created. If roads are too close together, they sometimes fail to connect properly. But if I tweak the spacing, I end up with overly dense, web-like clusters — especially around the Source node (a warehouse node), which looks more like a highway tangle than a delivery grid. That’s about it for now. Check back next month — I’ll have more to show, and hopefully a cleaner, more stable simulation. Next week I’m dedicating time to improving debug visuals, so I can track down bugs more easily without constantly relying on console logs or output files.