Are hexagons the BESTAGONS in Cities Skylines 2?
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- Опубліковано 21 лис 2024
- I hope @CGPGrey doesn't mind me clipping his voice in the name of engineering! We're checking out Cities Skylines 2 (City Skyline 2) today, and what better way to do it than to see if hexagons truly are the bestagons for city layouts!
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#realcivilengineer #CitiesSkylines2
I know the "nice round 256" thing was a joke but as a programmer that made me very satisfied
Wait, he was being sarcastic!?
same
Shouldn't it be 255?
@osiris9811 there's 8 bits in an octet with a maximum value of 256 ( 2^8). Subnet masks go to 255, 0 is still a value (0-255 = 256)
@@massdefect1255 is rgb colors bro, not base 2 intagers
Hexagons are the bestagons because they can be built of triangles, which produces a tesselated pattern of nested hexagons, which is referred to, by me, as nestagons.
every junction is 3 120 degree angles, that is why they are the bestagons.
They are redonkulessly strong and flexible that's why they are the bestigons
This was beautiful to read
@lagged0out almost like flexagons
The moment I saw a hexagon City on the thumbnail, I thought hexagons as bestagons. I did not expect him to actually make the connection and say the same, even showing CPG gray’s character.
He declared he's going to build a city out of only hexagons, proceeds to only build it out of triangles 😮
how else do you subdivide hexagons though? besides, that's one of the reasons why hexagons are the bestagons
The idea for using hexagons is that you only have 3-way crossroads, which improve traffic compared to 4-way crossroads.
Dividing the hexagons in triangles, creates a lot of 6-way crossigns, which are terrible for traffic.
@@Robbedem roundabout
I would stick with the hexagon motif by making a smaller one on the inside of 3 of the corners without any cross-connects, the larger ones are small enough to not need any.
@@nathanschaefer5148Exactly what I was going to say. If you make them the right size it will maximize the buildable area instead of having loads of open space too.
As a software engineer, I support the "let's just see what happens" development model.
Good old testing in production.
As a person who has bought video games in the last 10 years, "let's just see what happens" seems more like a business model than a development model, and I very much oppose that :P
Straight up
the classic "turn it off and see who screams so we know if is needed"
@@isaipackI’ve started doing this at work. After multiple ignored Teams channel messages asking if things are used. I now just download a copy of everything and delete it. See if anyone is asking around after a couple days then I know what’s needed 😂
I did hexagons, with a smaller hexagon inside, but then broke the inside down to random streets. Some in a grid layout, some as a cul de sac, but I avoided roads that go straight through a hexagon.
I also avoided to seperate zones via hexagons. Commercial zones were always at the outer edge of the hexagons with residental zones more to the center.
It worked so well, it was almost boring.
I'd actually watch a whole series on that city tbh
Engitopia mark two!
The problem with the dam is there's a glitch where it builds multiple dams when there's a height difference. You need to terraform first to make sure both ends of the dam are the same height before you build it.
I could never get those dams to work.. or prevent flooding. So I go with solar power all the way
So glad we all could join the public alpha testing of this game.
@@azmannarvik7911 The reason his dam flooded was because he blocks more water than he lets pass. If flow rate is higher on 1 side, you'll have flooding. Just like it's logical a damn needs to built perfectly level. I wouldn't say it's a glitch, but realism.
Look online and see how dams in the real world flooded towns because their engineer forgot flow rate... you could see the river in front of his dam was running dry, so all that water that used to flow in that river is flowing through his town now.
Is it really a glitch or just intended realism? You need to terraform before building a dam in the real world too, shit needs to be level.
@@JeffBilkins I was gonna get this game, but the Steam page says reviews are mixed. After reading a few, its always the same issue, game too buggy. This is a cyberpunk situation I reckon, just gotta wait for a bunch of patches to drop before its worth the purchase.
The strongest shape can be made of bestigons, hence why it's the strongest shape.
And the best bestagons are made from triangles the 2nd or 3rd strongest shape.
Triangles are the 2nd strongest shape
@@Pocoloco8triangles are the 3rd, hexagons are the 2nd
@@Drakeisthebestdoggowonder what number one is. It’s got to be super hard in order for it to beat hexagons.
@linkpop1193 idk sounds like it would be small and weak.
precision engineering in cs1 made this work. finnesseing those 120 angles seems fine at first, but the variance will cascade through the grid if you're not exactly perfect every single time.
in land surveiing there is a similar problem, when u take a point 0,0 and go out, all the tiny measurment incorrectnesses will add up, and so the farther u go from 0,0, the bader the fit.
they solved that with correcting the system with local fixed points, which u have to include in your suvey triangulation, from which u can correct adjecent measurment patterns...
if you understand what i mean. (in other words: before cascade adds up to hard, add a perfect hexagon with correct position, and align adjecent ones to this. repeat locally)
with the wind direction never changing, i feel that kinda forces our cities to be so similiar in zone placement
Well, the direction of the wind in real life barely changes, equator doesnt even have wind, so even wind is realistic in this game (Hopefully they add some place on the equator, if they havent already, so the wind doesnt even exist)
@@dorianbrlic8632but if there’s no wind, then your whole city would be polluted right? I mean it had to go somewhere…
@@tweunis exactly, in the athmosphere! Thats how it is in the equator
@@tweunis doesnt no wind mean it would go straight up?
@@dorianbrlic8632 its a videogame man, just add a tickbox to turn on seasonally changing wind directions to make you think about your city design differently.
In Brazil we have a cities designed like that. The hexagonal layout and triangular blocks. The cities are very pretty and are a tourist attraction
Yes and no. Favelas aren't very pretty, are they?
Nem eu sabia disso qual cidade?
Qual cidade?
didn't know about that. When you go to the central states, the bigger cities are all tiled up, but in squares. At least for the most part, some areas still escape the zoning laws.
2:28 Believe it or not, there is a name for this shape; it's called a Triangulohexagonal Prism. This shape comprises a hexagon with six triangular faces inside it, resulting in a prism-like structure with an inner arrangement of triangles within the hexagonal boundary. You learn something new everyday. Keep up that great uploads!
I did a Bestagon-city experiment in Cities Skylines(1) after reading about mixed-use urban development.
My experiment used a bit larger hexagons for a "neighborhood-cell" and each city-cell had 3 "forest-and-parks-cells" right next to it, each "neighborhood-cell" also had up to 12 blocks with a strategic mixture of zones in each block so all zone-types were available within a cell. I ended up connecting the centre of each cell with a underground grid of roads and rails, and then I made the "boarder road" between each ground-level "cell" in the "city-lattice" be exclusively for biking, walking and services, with the above ground roads having a focus on bike-lanes, public transport lanes, and sidewalks. It was ridiculously expensive to build underground infrastructure to connect every cell in the city so everything would still be accessible by car, but each cell that got connected made the total number of cars plummet and get replaced by mostly pedestrians and cyclists. It also allowed the removal of many service buildings because a service in one cell suddenly covered a lot more ground trough a high-speed underground road network with essentially no traffic on it. Eventually the entirety of Bestagon-city was basically free of private car traffic, and it just worked.
can you share it?
@@henryhomes no
This is amazing. I hope we see more of this kind of carless design in these kind of games going forward
Not Just Bikes viewer?
man, your plan sounds solid. Why don't you want to share it?)
Obviously they are. No need to ask
its a rhetorical question
@@lululolly rhetorical eh?
No need to test but its always fun to show the dominance of a hexagon
This is why I did surgery to change my penis's shape to hexagon
But nice to see
Hexagons are indeed the bestagons. Infinitely stackable with no gaps, look as cool as a rottweiler on a motorcycle, and structurally sound. What's not to love?
Bees are smarter than us
@@qualcunoacaso4865According to all known laws of aviation, there is no way that a bee should be able to fly. Its wings are too small to get its fat little body off the ground. The bee, of course, flies anyways. Because bees don't care what humans think is impossible.
@@LiftandCoa No, bees can fly because they generate lift with both strokes of their wings, not just one like birds and most other flying creatures. People however, didn't take that into account and did calculations based on the idea they only generate lift on every other stroke.
@@1110-binary-days So, in other words, skill issue?
@@LiftandCoa
I can't believe that myth still persists. What you just said is from flawed experiment in the 50s, that THE SAME RESEARCH TEAM debunked a few years later.
Am I the only one that when he was placing the initial roads, thinking that he just needs to type in the numbers and tab over to the angle, like in AutoCAD?
*Danny Pipe Wrench had a stroke because you reminded him that AutoCAD exists.*
11:50 the industrial zone is stored in the balls.
Indeed it is
Aaahahahah
I would love to see this done at different leveled cells with tunnels joining each cell from the center triangles. Also you are making me want this game
I was just thinking the same!
i really wish there was a polygonal/circular road tool like the grid one, just straight centerpoint and radius clicks like in CAD.
Matt worried about crematorium polluting yet didn’t notice the wind direction blowing straight into the residential area when putting his coal power plant and industrial area in
Edit: he just realised…..
Vort.
My first thought I had when he started the industrial area 😅
@@PEKK_Jokksyeah the literal giant arrows pointing to the residential , do as he preaches not as he practises
You mean “commercial”
@@coreydinkins7115 no?? Industrial and crematorium
It would have been interesting to use a smaller hexagon inside your hexagons with sides of length 256, with the two positioned exactly the same. Perhaps use a length of half the size and then connect each corners of the larger hexagon using roads to the corners of the smaller one. This would have given you more room to build things in the middle of the hexagon. Having roads cross the hexagon from one corner to the opposing corner to create triangles created a lot of unbuildable space in the middle. If you needed a larger space to build something like the cemetery then the inner hexagon could be expanded until it fits.
Another option would be instead of having a bunch of hexagons, start with a hexagon with 500m sides and you are only allowed to build smaller or larger hexagons centred on the same spot and positioned the same way, connected only at the corners or 2km spacing (for later on). The sides of each hexagon are a specific difference in length from one to the next. The value would be set so there would not be much empty space between the hexagon rings.
kinda lost ngl. I'm too dumb for this kind of high thought
Hexagon are bestagons, but yours might be a bit small, a suggestion to use the largest placeable building with full expansion as reference this way you are guaranteed to have room in each hexagon, this also gives you enough room to fit all three types of roads easier?
Of course they are. But did you know that in Dwarf Fortress you can cut actual gems in a hexagonal pattern? It's Dwarfcember, Matt. Please play DF. You will have a lot of !!FUN!! with the bridges, mechanisms, traps and other ways you can deal with the architects. And then, you can get to the circus to see some clowns and get the cotton candy.
Seconding for a DF video!
Yeah theres also this game of catan that this reminds me very much, wonder why nobody else hasn't saw it
@@hen-qo2bp8xd5p wdym catan is a super popular board game
there should 100% be an engitopia II
engiTWOpia
Every time Matt starts a new city, "Oh I forgot about services"
I do think larger hexagons would have been beneficial. Some spreadsheets of various building sizes would have been useful.
They look great though. Love the look of it. France would love this design.
Make the internal roads one way so then the center intersection is really just a 3 way
And make the directions of these one way road just intersect with the next one, creating 3 U-shaped pairs that won't interfere with each others.
If they want to go to adject triangle that the road is not connected directly, they have to reroute to the outer hexagon.
M25 is that you?
@@chnet968that would also solve the potential through traffic wanting to go through the local roads. Just remember to connect them with pedestrian paths.
That's what she said.
Hexagon is one of my fav layouts in Cities Skylines 1. What's really fun to do is make a raised pedestrian path hexagon grid with corners in the center of the ground-level hexagons. Looks cool & reduces traffic from crossings. Requires anarchy
now we're talking! Certainly better than mere triangles or squares visualy.
ever since hexx-a-gone computer game in 90s i always thought it'd be nice to have more of them everywhere, than i watched reruns of ToS and saw that one planet with hexagonal grids.... and well glad someone makes it in city builder competently.
I actually love this city layout I would like to see you complete this city. Max it out
Day 2 of waiting for Matt to upload Mindustry Part 3.
FFOTD: The most powerful pump in the game is the Impulse Pump, needing a 3 by 3 area to build (in water) and it requires 78 power units per second, the storage of the pump itself is 40 liquid uints, and when it outputs, it releases 118.8 liquid units per second.
Bro watched the video after 11 seconds
Day 48 of me asking Matt to continue playing Minecraft.
Play it pls
stop it
@@jrl7623 Why?
I feel like the centre junctions would be hellish to drive through irl
Wonder if he ever played Surviving Mars? Because that was based on hexagons/triangles; I was just sitting there wondering why I was envisioning having triangle parks to make people happy.
15:30 And just like with this building: even if humanity completely stopped producing engine pollution, the atmosphere is already so polluted with it that a ton of melt is not only inevitable, it is happening now.
The hexagons make me think of Surviving Mars, each little triangle is a specific thing.
I did something like this (without the crossing streets) because I figured only having 3 roads coming to each intersection would mean less time stopping at a light. It turned out that you don’t need lights at all and you get zero traffic problems
Water physics are so weird or nonexistent in this game. Why couldn't they just copy the physics from CS 1?
I did something similar, but instead of tiling the interiors with triangles, I made smaller hexagons inside of the larger hexagons and connected them along two opposite flat sides with one way roads. (For example a one way into the smaller hex from the bottom, and then out from the smaller one at the top.)
be engineer. play game based on squares. make triangles.
this is what happens when you leave engineers to themselves without architect supervision.
"Look at that junction, that is absolute carnage!"
Reminder that an intersection with up to 17 roads have been proven possible. Once the angle between 2 roads reaches around 20° or less, the roads start merging, but if you stay above 20°, you can go absolutely wild.
This entire city was incredibly satisfying. Hexagons are indeed the bestagons.
I had the same idea a while ago, but I used culdesacs inside the hexagons, with one road leading inside and a second hexagon of road there. Never had any issues with traffic, even way into the lategame
I honestly feel like bigger hexagons would work better and help not have to delete as many on the inside. I would however change the inside grids on some of them just to make more fluid roadways
This may actually be viable. With the wonky way the hexagons let you zone in you get plenty of unzoned space for decorating with greenery so people would like to live here. Add in roundabouts in middle of each hexagon for sanity sake and tweak the dam a little bit and I would say this is a great project. Lots of access with lots of options for work and modes of transportation as city grows. What worries me is upgrading buildings as they may cut into existing roads and parking spaces. I hope you continue with this build in the future.
I wish they would fix the dams in this game. I really want a functional hydroelectric dam but they just don't work right
Sweet. I actually tried hexagonal cities in C:S1, and it worked out pretty well. Except for some modifications I had to make for highway access, because the hearses kept getting stranded in highway traffic.
the amount of corner buildings, that fit a hexagon is maybe a handfull in the whole workshop. or did u find assets?
@@certaindeath7776 I had emergency services and universities in the center, with schools on the perimeter.
You should do a grid city with cross junctions just using the grid tool
Hexagons are the bestagons.
Though the occasional half-hexagon would be good for main roads in a city.
Ngl I'd unironically live in a town like thay
It could be Triangle City, Hexagon City or Cube City. Cube because the Triangles inside of it makes it look like a Cube.
Hexagons are always the bestagons. CGP Grey taught me that. 😭
Good lord this comment took a while to find!
@@maccy4829 ikr
Hexagons are geometric wonders that seamlessly blend symmetry and efficiency, captivating the discerning eye with their six equal sides and angles. Nature itself has long recognized their brilliance, employing hexagonal patterns in structures such as honeycombs and the basalt columns of the Giant's Causeway. Beyond their aesthetic allure, hexagons possess a unique mathematical elegance; they maximize area while minimizing perimeter, making them a testament to the inherent harmony between form and function. From the microscopic world of molecular structures to the grandeur of celestial bodies, hexagons manifest as an enduring testament to the inherent beauty embedded in the fabric of our mathematical universe.
You say it's weird to have a crematorium surrounded by shops, but in the town where I went to high school there is a funeral home wedged between a hardware store and an auction house, across the street from a mechanic's shop, which is next to a pharmacy that is attached to a restaurant.
I’m so happy we all love CGP Grey.
My father is currently making a city that looks exactly like this, and I’m starting to think this is where he got the idea from
"Let's just see what happens".
That seems like the moto of almost every game developing company
PLEASE CONTINUE ENGITOPIA ONE. Ive been asking for over a month
He may return but probaly fully revive it
Matt, the dam holds back water like a bridge holds up cars. Make the arch supporting the weight of the water upstream and you won't look like an architect!
Day 10 of asking RCE to play planet zoo
The CGP Grey at the starting was the second best thing in the video
day 1 of asking Matt to play Frostpunk…
I don’t know why, but I really like this hexagon city layout! It seems structured, but not as cookie cutter as a grid system. There’s some beauty in its design. It’s futuristic looking, even if it is especially a bunch of spoke pattern city layouts put together. Interesting stuff!
The logo is also hexagon
Cgp grey would be proud
I tried a different way of using hexagons to maximise the 3 way intersections, long roads and cul de sacs.
So 4 long roads equidistant appart. The two outer roads connect with each other at both ends forming the shorter 4 roads of the elongated hexagon. The two inside long roads are cul de sacs. The connections are from a parallel diagonal running to one of the short sides. So say the centre right road would go to the top left short side and the centre left road to the short right side. Both connect at 120 degrees forming a T junction. Allows you to put long hexagons one after the other with minimal junctions and maximise space use with minimal roads. Commerce and industries can sit on the top and bottom of the long hexagon. You can even vary the length for the requirements of the city.
New alcoholic game:
Take a shot every time Matt says commercial pointing at industries 😂
I built haxagons at 256m using a parallel road tool and pedestrian small streets. This made concentric hexies with a fun pattern of mosaic repeating hexagons everywhere. Super fun design. Connected the edges. The only thing I don't like are the 6-way intersections. I installed traffic circles everywhere and it seems to help a ton with traffic. I love hexagons. Names the city Hexagonia.
day 3 of asking matt to play mindustry for 3rd time
Oddly enough I found out randomly that there's an entire section of Casablanca Morocco with the streets laid out in hexagons called Hay Assalama.
Day 48 of me asking Matt to continue playing Minecraft.
hexagons are the bestagon because they are the strongest shape in terms of minimum material, while triangles are the strongest shape but maximize material usage.
I know we have the "very efficient shape" bit in Engitopia, but what if the whole city was made with "very efficient shapes", could it be better than a hexagonal city?
"A Nice round number 256" ... As a Computer Science Graduate, I approve ...
The best video idea is him doing a city that's a rectangle
You should enlarge the hexagons using wider roads, then make another smaller hexagon inside but now using narrow roads. That way, big bulding like cemetery would still fit inside a big hexagon, you only need to tweak the narrow roads inside a little bit
Hey RCE, i really like the videos that you make and christmas will mark one year of me watching your channel. Could you please fullfill this unsusual request: Start your next video with "Hello there, RCE here" :) It would make my -day- -week- -month- year :D
PS. Merry christmas!
But what about the fellow engineers that I want to say hello to?
hm... Well maybe 'Hello there fellow engineers, RCE here' :D@@RealCivilEngineerGaming
I tried a hexagon city with 7 hexagons in one super block hexagon it worked pretty good.
Official Day 1 of asking for a CS2 series where Matt picks a real life city at random to recreate in game.
I am calling for a follow-up, where you install the public transport you spoke of (Trams, presumably). Wanna see, how that works.
can we appreciate how rce never fails to make a good CS:2 video
can we appreciate how rce never fails to make us touch ourselves
@2:14 Is it just me or does it create some kind of a star when this youtuber puts the roundabout on the ground at this point of the video? o.O I might be seeing things.
First 10 seconds
We don't care
@@phillipstilianidis1931 well I do so shush
Literally no one cares
why did you come back on this? It's just a youtube comment, @@phillipstilianidis1931.
12:35 as a man from Suffolk this deeply offended me to the point where I might throw my television under a tractor
Probably first
My OCD is screaming that your initial hexagon edge was not a parallel continuation of the access road.
I liked my one comment
Ok
I have a challenge for Matt. Build the most dense city you can. Like 100k pop in one tile dense.
Bro actually build a very good and efficient city
fellow youtuber cgp grey's bestagon video reference, cool
The fact that this is one of the first and only of his cities that looks actually inviting to move into, lol but really this is a pretty great concept!
ROFL, did not expect CGP Grey XD
No spillway for the dam to prevent flooding?! isn't that like dam engineering 101?
The spillway was put in backwards
Love of the shot of him describing the town as spectacular, as you see the dam flooding in the distance!
yes hexagon are bestigons that is why other shapes are made of hexagons and flys have hexagon shaped eyes and hexagon shape bee wax and etc.
Now he needs to make a tessellation involving hexagons and triangles
ME - thinking i'm unique and started a Hexagon City a month ago
THIS GUY- Heyyylooo everybody in todays episode...
Day 107 of asking Matt to add the Second Narrows Bridge, Ironworkers Memorial to the Wheel of Bridgetune
It is a cantilevered truss bridge, carrying 6 lanes of traffic from Vancouver to North Vancouver in B.C. across the second narrowing of the Burrard Inlet.
It's name comes from the fact that it collapsed twice during construction, which unalived 23 people in total (Hence the name, ironworkers memorial).
I am on quest for best layout too. Current working theory: New Jersey? One way streets only, no left turns, no red lights (just yield), jughandles. And using bus lanes or lane width changes to force traffic to recalculate what lane to be in, occasionally...
If it were pentagon shape everything would be damned from the start
and the octagon would just be total chaos in the end😅
CGPgray will be proud
11:40 I see the strongest shape made up of the best shapes, which is made up of the second strongest shape.