One SimCity Per Child 253
SimHacker writes "Electronic Arts has donated the original 'classic' version of Will Wright's popular SimCity game to the One Laptop Per Child project. SimCity is the epitome of constructionist educational games, and has been widely used by educators to unlock and speed-up the transformational skills associated with creative thinking. It's also been used in the Future City Competition by seventh- and eighth-grade students to foster engineering skills and inspire students to explore futuristic concepts and careers in engineering. OLPC SimCity is based on the X11 TCL/Tk version of SimCity for Unix developed and adapted to the OLPC by Don Hopkins, and the GPL open source code will soon be released under the name
"Micropolis", which was
SimCity's original working title. SJ Klein, director of content for the OLPC, called on game developers to create
'frameworks and scripting environments — tools with which children themselves could create their own content.' The long term agenda of the OLPC SimCity project is to convert SimCity into a scriptable Python module, integrate it with the OLPC's Sugar user interface and Cairo rendering library. Eventually they hope to apply
Seymour Papert's and Alan Kay's ideas about constructionist education and teaching kids to program."
Awesome (Score:5, Interesting)
Re:Awesome (Score:4, Funny)
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http://simcity.ea.com/play/simcity_classic.php [ea.com]
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What's next? (Score:2)
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I was thinking bloat more in the context of how much value does it really add
What damn bloat are you talking about? All it takes is a few hundreds of kilobytes on the laptop's flash memory thing. That's what you're whining about? A few hundreds of kilobytes on a 1 GB (or was it 512 MB?) memory?
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cruel and unusual (Score:5, Funny)
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Re:cruel and unusual (Score:5, Insightful)
Let me help you out with a simple analogy. You read slashdot, right? So, you have plenty of opportunities to see beautiful women, but all you get to do is watch, from a distance. That's why you bought that stick of Axe Deoderant.
Now do you understand?
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See: http://en.wikipedia.org/wiki/OLPC_XO-1#Intentionally_omitted_features [wikipedia.org]
Great... (Score:5, Funny)
Too Late... (Score:5, Insightful)
Whats that overhead? (Score:3, Funny)
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Be cool if they could link to others playing, as neighboring cities.
The possibilities of edu-tainment are unlimited.
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First, the legal details:
The GPL source code version of SimCity will not be called "SimCity", but we will use the SimCity source code to make a city building game called "Micropolis", which was the original working title of SimCity. That's because EA reserves the right to review and QA the official version of the game that's published under the name "SimCity" on the OLPC. So we can make improvements to the TCL/Tk version of Micropolis (based on the GPL source code), and submit them to EA for review and QA
Do we want a world full of jerks? (Score:5, Funny)
Re:Do we want a world full of jerks? (Score:5, Funny)
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Oops, wrong OS.
EA Not Being Evil for a Change (Score:5, Interesting)
Of late, it seems that EA is cleaning itself up. I between screwing up C&C: Generals (a patch for the expansion left the game in a broken state for a few years), employee mistreatment, and generally writing mostly shovelware franchise titles like Madden, I had been boycotting them. But now I think they deserve another chance because:
So while I'm still keeping a close eye on them, they've at least convinced me that their games are worth buying.
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I've been reading Good to Great [jimcollins.com], and I think EA's acquisition of Bioware is interesting. Bioware not only makes good games, but they also develop some interesting engine technology. For example their infinity engine was used by a number of other games and recently we read that Mass Effect's chat system will be used in other EA titles. It seems like a more sensible acquisition to buy a company for their catalog and game tech expertise than to do it just to exploit the popularity of certain games. It could
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Not sure if you're aware, but C&C games have three "universes", Tiberian [wikipedia.org], Red Alert [wikipedia.org] and Generals [wikipedia.org]. So the reason that, say, Red Alert had nothing to do with C&C1 was because they were in different universes.
But yeah the fact that C&C3 is the first RTS in the original universe since Tiberian Sun (technically C&C2) is pretty cool
Two things... (Score:2)
- What about the open source lincity ?
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The screen will also do colour.
See: http://en.wikipedia.org/wiki/OLPC_XO-1#Display [wikipedia.org]
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sim (Score:2)
i still have the floppys, manuals and boxes for all those games. top quality stuff, i don't think you see materials of that quality any more when it comes to games.
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The old games were great.
For SimFarm (a game I sunk way too many hours into) the secret was: oranges.
They fetched a high price, were pretty disease resistant, didn't need too much care, didn't have to be flooded, etc. You had to import them (there was a menu item for changing the possible crops) but once you did... moolahville.
Without changing the default crops I went for strawberries. They loved to get diseased and needed watching, but they were worth a bunch.
SimCity not all that constructionist... (Score:5, Interesting)
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That is at least arguable, but there was an even worse one I remember: once a city got to a certain size, the only way to end citizen complaints about traffic was to convert 100% of the roads into mass-transit rail lines! I had a hard time imagining deliveries to supermarkets, or people moving households, or buying new refrigerators, all via commuter rail....
Listen to Alan Kay (Score:2, Interesting)
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I think things like the hospitals and p
Re:SimCity not all that constructionist... (Score:5, Funny)
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That would be too political.
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Great! (Score:4, Funny)
Can't Wait (Score:2)
I'm so glad they are going to release the source to this, I hope /. has a link to it when it happens. I've always wondered how the internal simulation of the game was programmed, as I've never seen one like that and I'd love to go see that source.
I really wish the source to more old games and programs were available. There would be so much to see. While some games don't really have source that would be easy to look at (Super Mario Brothers and many others are surely assembly)... some games like SimCity mus
Rails not roads (Score:5, Funny)
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why not sim city 2k? (Score:3, Interesting)
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Why not the network ver of simcity 2000? (Score:2)
Thanks EA! Now... (Score:2)
Railroad bug (Score:2)
When the city starts clamoring for railroads just build them anywhere in a big clump (even in the corner of the map where they are not accessible or leading to anything). This way everyone is happy you have a railroad and they don't get in the way of anything - SimCity even simulates pork barrel projects!
Links! (Score:2)
Kudos to EA (Score:2)
They are open-sourcing a classic game rather than threatening to jail people who attempt to collect it via abandonware like certain people do (I'm looking right at you Vivendi!)
EA should be praised for this gesture, even as small as it seems. I can't believe someone is opening up software, and people are complaining.
Interesting (Score:2)
[Start Humor]
While the game does teach some concepts, it might just kill other educational opportunities. On the plus side there will be no shortage of civil engineers.
[End Humor]
i18n! (Score:2)
missing the point (Score:3, Insightful)
So what if the only way to reduce crime is building police stations. The educational part isn't the concept that police prevent crime, the educational part is the skills learned in figuring out how many stations to build, and in what locations, to achieve an acceptable crime rate while not spending too much money.
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"OLPC SimCity is based on the X11 TCL/Tk version of SimCity for Unix developed and adapted to the OLPC by Don Hopkins..."
Re:Linux?!? (Score:4, Funny)
tcl/tk rocks (Score:2)
I think it would be really cool if the ga
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More SimCity links (Score:5, Informative)
I ported the Mac version of SimCity to SunOS Unix running the NeWS window system about 15 years ago, writing the user interface in PostScript. And a year or so later I ported it to various versions of Unix running X-Windows, using the TCL/Tk scripting language and gui toolkit. Several years later when Linux became viable, it was fairly straightforward to port that code to Linux, and then to port that to the OLPC.
SimCity Info
http://www.art.net/~hopkins/Don/simcity/index.html [art.net]
Video Tape Transcript of Toronto Usenix Symposium Keynote Address
http://www.art.net/~hopkins/Don/simcity/keynote.html [art.net]
Video Tape Transcript of HyperLook SimCity Demo
http://www.art.net/~hopkins/Don/simcity/hyperlook-demo.html [art.net]
HyperLook SimCity Demo Video
http://www.donhopkins.com/home/movies/HyperLookDemo.mov [donhopkins.com]
Video Tape Transcript of X11 SimCity Demo
http://www.art.net/~hopkins/Don/simcity/x11-demo.html [art.net]
X11 SimCity Demo Video
http://www.donhopkins.com/home/movies/X11SimCityDemo.mov [donhopkins.com]
Linux SimCityNet Demo Video
http://www.donhopkins.com/home/movies/SimCityNetDemo.mov [donhopkins.com]
Cellular Automata in SimCityNet on Unix Video
http://www.donhopkins.com/home/movies/CellularSimCity.mov [donhopkins.com]
Unix World 1993 Review of SimCity
http://www.art.net/~hopkins/Don/simcity/simcity-review.html [art.net]
Multi-Player SimCity for X11 Announcement
http://www.art.net/~hopkins/Don/simcity/simcity-announcement.html [art.net]
SimCityNet: a Cooperative Multi User City Simulation
http://www.art.net/~hopkins/Don/simcity/simcitynet.html [art.net]
SimCity-For-X11.gif : Screen shot of SimCity running on X11.
http://www.art.net/~hopkins/Don/simcity/SimCity-For-X11.gif [art.net]
SimCity-Indigo.gif : Multi player X11 SimCity running on an SGI Indigo.
http://www.art.net/~hopkins/Don/simcity/SimCity-Indigo.gif [art.net]
SimCity-NCD.gif : Multi player X11 SimCity running on an NCD X Terminal.
http://www.art.net/~hopkins/Don/simcity/SimCity-NCD.gif [art.net]
SimCity-Sun.gif : Multi player X11 SimCity running on an Sun.
http://www.art.net/~hopkins/Don/simcity/SimCity-Sun.gif [art.net]
HyperLook-SimCity.gif : SimCity HyperLook Edition. SimCity running on HyperLook, a user interface development environment for the NeWS window system.
http://www.art.net/~hopkins/Don/hyperlook/HyperLook-SimCity.gif [art.net]
http://www.art.net/~hopkins/Don/hyperlook/index.html [art.net]
http://www.art.net/~hopkins/Don/lang/NeWS.html [art.net]
-Don
Re:More SimCity links (Score:5, Funny)
I have a toaster that doesn't run it yet.
I you do that port, I can pay you in... um, simtoast.
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Once the dust settles, I'd love to port SimCity to the TomTom GPS navigator device. TomToms run Linux, of course, so it won't be very difficult.
Then you could operate the bulldozer by driving your car around! It would be safest to play it in the desert, so you didn't run into any real buildings.
Disclaimer: I work for TomTom, and we're looking for some great Linux hackers! It's a great company to work for. Please send me email if you know Linux well, want to live in Amsterdam, and hack Linux on TomTom
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Even funnier, it's intended for markets like these.
Here's the info: http://news.softpedia.com/news/Windows-Vista-Starter-Edition-in-Images-57484.shtml [softpedia.com]
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Wikipedia seems better in this case:
http://en.wikipedia.org/wiki/Windows_Vista_editions_and_pricing [wikipedia.org]
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The vast majority of ESA titles (sometimes they make it through, usually they disappear quickly) simply have a message saying that because it's an ESA title, they wont carry it.
Good on you if you can find one of the exceptions though.
Re:not much of a donation (Score:5, Insightful)
SimCity isn't abandonware, and even if it were, you couldn't distribute or run it on the OLPC, for technical and legal reasons. The point is to extend and adapt the open source code for the needs of education, not just run the old version under an emulator.
-Don
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A game, used in a supervised setting for educational use, with an actual plan: Growth in learning.
A game, used in an unsupervised setting, without any plan: Is just a leisure pursuit.
Nonsense. (Score:5, Insightful)
I agree that there's a need for goal-driven and supervised learning (whether it takes the form of games or not), but games played in a leisurely fashion, without specific goals, are just as important in the development of a child. Not only that, but they are the only way that children can actually grow on their own, unless their educator/parents are supremely gifted and know the children better than they know themselves.
Education is more than just knowing how to pour concrete. I pity the soul that thinks that it isn't.
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Re:Nonsense. (Score:4, Interesting)
Our original goal at CitySimulation was to do what Google is doing now- build every major city in the U.S. in a real-time virtual environment. Our models are not built as quickly and easily (Google has airplanes with laser scanners, vans with mounted cameras, and high-tech GPS photo mapping software), but since every square inch of our models are 'hand-crafted', they are a lot more accurate, and of higher quality.
Since we never got any investors to buy into the idea, we had to rely on doing developer projects, one building at a time. It' a nice use of real-time technology... A developer has a challenge of convincing the city council that their proposed building will fit within the context of the site and its surroundings. With an interactive model (like a video game), many questions about a design can be answered in one meeting.
Anyway, we're now moving on to areas that Google and Microsoft are not (yet) interested in- proposed buildings/renovations, and building interiors. It's fun work, as close to creating video games that I'll probably ever get to be.
Re:Nonsense. (Score:5, Insightful)
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Re:Tag as SLASHVERTISEMENT (Score:5, Interesting)
Mavis Beacon (explicitly educational) taught me proper typing, but chatting with my friends on AIM and (especially) busy IRC channels taught me to type FAST.
Shadow President is the reason I can locate practically any country on a map faster than the vast majority of people.
A lot of stuff in my political science classes (and my own readings on philosophy in general) reminded me of ideas and people in Deus Ex.
Medieval: Total War taught me more about medieval political geography, politics, and technology (war-related tech, that is) than I was ever taught in any level of my education (yeah, I know more from reading, but no class ever taught me this stuff; we always skipped from talking about the Fertile Crescent to covering the Age of Exploration. Seriously.)
Rome: Total War and a couple of its mods (Rome: Total Realism and Europa Barbarorum, especially) have taught me a TON about the Hellenistic and Roman periods of history. Thanks to them, I know BOTH the Koine or Attic Greek AND Latin names for tons of Mediterranean cities (though I often don't know the modern name!)
Bushido Blade 1 & 2 and Shogun: Total War taught me the names of a bunch of different Japanese weapons.
I know a bit about the operation of a variety of firearms that I've never physically used, from paying close attention to the reload animations in dozens of games over the years (Counter-Strike and most WWII shooters are GREAT for this).
OK, so a lot of it's not *useful* information, but I did learn
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this "plan" idea is utter BS that you obviously pulled out of your rear end.
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People like you are the reason I hated school.
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False dichotomy. Leisure pursuits can be great for learning. It's the reason I could code circles around my Electrical Engineering classmates as an undergrad.
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Socialist propaganda? I couldn't raise taxes to more than 20% in SimCity, and then the people would be moving out quickly. Where I live (IRL), the taxes are much higher than that, and we have no problems with abandoned buildings or people moving away.
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Microsoft Internet Explorer 3.0 or higher
or
Netscape Communcator/Navigator 4.0 or higher.
SimCity and Python (Score:4, Interesting)
That version of SimCity is the original SimCity Classic code written in C, packaged as an ActiveX control. It's not written in Java or JavaScript (or PHP for that matter).
The version of the code we're releasing initially uses the TCL/Tk scripting language and user interface toolkit. But the simulation code itself is written in C. It's plugged into the scripting language, which can call it, but only integrated to a limited extent (just what the user interface required, not exposing all the workings of the simulator).
Next we will repackage the original simulator as a Python module. The first step is to recast the original C code into a C++ class, so all the global variables and global arrays are local instance variables of a SimCity object, so you can have any number of simulations active at one time and they will not interfere with each other.
After SimCity is recast as a C++ object, we will plug it into Python and other scripting languages by using SWIG, which is a nice way to integrate C and C++ code into a whole bunch of different scripting languages.
Then we'll rewrite the user interface in Python, based on the other efficient modules that are integrated into Python but written in C or C++, including the GTK user interface toolkit for X11, the Cairo graphics library (like PostScript graphics but much better and hardware accelerated), the Pango text layout engine (draws with Cairo, supports internationalized text, so SimCity can support Unicode text and be translated into languages with non-English-like layout such as Chinese, Hebrew, Arabic, etc.), a C++ tile engine I wrote for Python that draws with Cairo, pie menus I wrote in Python that draw with Cairo, and many other useful modules.
The idea is to open up the simulator so it can be easily and deeply scripted in Python. It was designed for the C64, so it can run extremely fast (on the order of a year a second) on the OLPC, and there is plenty of left over CPU power to call back into an interpreted scripting language like Python, and still be quite playable. It will still run very fast, because the core number crunching will still be written in C, but it will be able to call out to Python hooks and plug-ins, and Python will be able to reach in, tweak the simulation, change the parameters, edit the model, etc, so you'll be able to program your own disasters, monsters, tornados, editing tools, zones, artificial intelligence, robots, agents, etc. And also implement network sharing features, muti-player features, journaling and storytelling features, tivo-like fast forward and rewind features, etc. The goal is to inspire kids to learn Python programming and develop their own games, by reimplementing SimCity's user interface in terms of reusable components.
-Don
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Since it's the governments money of the countries involved they obviously think this laptop thing is a good idea. So what's your excuse for telling these countries what to do with their own money?
Good point! (Score:2)
Having lived in a 3rd world country for 30 years, I think it amazing that some jack-ass from a gaming company thinks he can fix the third world by sending them games. If you want to really help, donate to some outfit that helps teach appropriate technology: well digging etc, or how to plant vegetables and grow their own food.
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Forth on the OLPC, OpenFirmware and ChipWits (Score:3, Interesting)
Hey, why don't you help Mitch Bradley port his excellent Forth system to run on the OLPC? It already does, but it's in the OpenFirmware boot ROMs, so it runs before Linux even boots. But the same Forth system runs quite nicely under Unix as well (without all the direct hardware access :), and is quite luxurous. I used it on the Sun 3 and Sparcstation years ago, and worked at Sun as his summer intern on CForth, another portable Forth system. Mitch is one of the best and most accomplished Forth programmers o