PolyCity v1.0 — full-featured 3D city-builder (Three.js + Vite)

- Procedural island maps, RCI zoning, demand-driven growth
- City-wide power grid with brownouts; wind coastal bonus
- Land value, upgrades, services, pollution, fires & fire spread
- Budget/taxes, happiness, milestones, quest onboarding
- Traffic agents, day/night cycle, adaptive render scale
- Saves: autosave + 3 slots + JSON export/import
- PWA (offline), GitHub Pages/Netlify deploy configs
- Tests: 40-assertion engine suite + headless E2E
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# 🏙️ PolyCity — 3D City Builder
**PolyCity** is a full-featured, free, open-source city-building simulation that runs
entirely in your browser. Zone districts, wire up power, keep citizens happy, fight
fires, balance the budget — and grow a tiny island outpost into a glittering megalopolis.
Built with **Three.js + Vite**, zero runtime dependencies beyond the engine,
procedural graphics (no asset downloads), and a simulation modeled on the classics.
![gameplay](docs/screenshot.png)
## ✨ Features
| | |
|---|---|
| 🗺️ **Procedural islands** | Every new map is unique — winding rivers, beaches, forests |
| 🏘️ **RCI zoning** | Residential / commercial / industrial with demand-driven growth |
| ⚡ **Power grid** | Coal, solar & wind plants; brownouts when demand exceeds supply; wind turbines get +50 % on the coast |
| 📈 **Land value & upgrades** | Parks, plazas, services and waterfronts raise land value; buildings grow through 3 density tiers |
| 🚓 **City services** | Police, fire stations, hospitals and schools shape happiness and value |
| 🔥 **Disasters** | Pollution-driven fires spread, burn buildings to rubble and are contained by fire coverage |
| 💰 **Budget & taxes** | Live tax slider, itemized income/upkeep ledger, debt warnings |
| 🚗 **Traffic** | Animated cars flow along your road network |
| 🌗 **Day/night cycle** | Windows light up as the sun sets |
| 🎯 **Goals & milestones** | From *Outpost* to *Megalopolis*, with an onboarding quest list |
| 💾 **Saves** | Autosave, 3 manual slots, JSON export/import |
| 📱 **Touch support** | Paint with one finger, pinch-zoom, two-finger rotate |
| 🔌 **PWA** | Installable, offline-capable via service worker |
## 🎮 Controls
| Action | Input |
|---|---|
| Use tool / paint | **Left-drag** or one finger |
| Orbit camera | **Right-drag** or two fingers |
| Pan | **Middle-drag**, or `WASD` / arrow keys (`Shift` = faster) |
| Zoom | Mouse wheel / pinch |
| Pause · speed | `Space` · `1` `2` `3` |
| Tools | `Q` inspect · `B` bulldoze · `R` road · `Z/X/C` zones |
| Close / cancel | `Esc` · Help: `H` |
### How to play in 30 seconds
1. Drag an **L-shaped road** from the coast inland.
2. Paint **homes** beside it, then some **shops** and **industry**.
3. Drop a **coal plant** anywhere — power is a city-wide grid.
4. Press ▶▶ and watch the neighborhood fill in.
5. Add police/fire/parks to push land value past the upgrade thresholds.
## 🚀 Run it locally
```bash
pnpm install
pnpm dev # dev server → http://localhost:5173
```
## 📦 Production build
```bash
pnpm build # outputs static site to dist/
pnpm preview # serve dist/ locally
```
The build is fully static and relative-path based — drop `dist/` on any host.
## 🌍 Publish it
**GitHub Pages** — this repo ships `.github/workflows/deploy.yml`; push to `main`
and enable Pages (*Settings → Pages → Source: GitHub Actions*).
**Netlify / Vercel / Cloudflare Pages** — import the repo, build command
`pnpm build`, publish directory `dist`. A ready-made [`netlify.toml`](netlify.toml)
is included.
**itch.io** — zip the contents of `dist/` (keep `index.html` at the zip root),
upload as an HTML5 game, check *sharedarraybuffer is not needed* and any
resolution; the game auto-fits.
## 🧪 Tests
```bash
node tests/engine.mjs # 40-assertion simulation suite (pure Node)
node tests/smoke.mjs # headless-browser end-to-end run
node tests/capture.mjs # renders promo screenshots into shots/
```
## 🛠️ Tech notes
- One shared `MeshStandardMaterial` + instanced meshes draw the entire city in a
handful of draw calls; geometry is merged & vertex-colored at load time.
- Simulation runs on typed arrays (64×64 tiles) with monthly ticks decoupled
from rendering; speeds pause / 1× / 2× / 3×.
- Adaptive resolution keeps frame times sane on weak GPUs.
- All audio is synthesized WebAudio — no assets, no tracking, no network calls.
## License
[MIT](LICENSE) — build, remix, ship it. 🏗️