Simufarm

Simufarm, or Suf for short, is a freeware farming simulation in development, with 3D graphics and real-time physics, supporting the ability to make and add mods and addons.
Overview
The aim of playing Simufarm is to cultivate your land so you can grow, care for, and harvest a number of crops, including Wheat, Barley and Maize. The player faces a number of challenges during the years of farming including battling against weather, pesticides and the economy.
The game is played from a first person perspective and the whole process is hands on, from attaching your plow to driving the harvester. There is also a day/night cycle which can be slowed down or sped up, and weather which varies depending which season you are in, and changes in real time.
The player starts with a limited amount of money and a handful of machines and fields. As the player harvests the crops and gains more money, the player has the option to buy more machines or upgrade their existing ones. Many features can be customized including choosing different tire/wheel combinations.
The machinery included in the game are scripted using the game's own file format. Users are able to create their own machines or edit the existing ones by using the scripting format, and models for the machines are in Ogre3d's own .mesh file format.
Simufarm is still very much in development, and Since 2009 the game is being developed using Razor Studios' in-house game engine, CellSpace3D. CellSpace3D, or CeLL for short, uses Ogre 3d rendering engine for photorealistic scenes, and PhysX api (formerly known as Ageia Physx but now owned by Nvidia) for realtime physics. The Physx engine has support for hard and soft bodies, vehicles, ragdols, liquid and cloths. Simufarm also supports hardware acceleration via the PhysX PPU, which can now be found built into some Nvidia graphics chipsets.
History
A brief history of Simufarm, and it's milestones:
; Summer 2005: The idea is born for a new, free farming simulation which should use real time physics and day/night cycle with weather systems.
; June 2006: After nearly a year of research, the project development begins. Russell Peterson begins to write the game's code whilst friend Jamie Maclean handles the design.
; July 2006: Daniel Evans joins the team as the lead programmer, Peterson moves to design and Maclean quits.
; August 2006: The first version of the game with working machines is released. There are no crops.
; Spring 2007: Several minor versions have been released but work stops on the development.
; Summer 2007: Work restarts on Simufarm, Evans begins to rebuild the Engine code behind the previous versions.
; December 2008: Version 0.4 is released with many new features, but also contains a high amount of bugs.
; June 2008: Work is complete on version 0.5 and the version in released. Work grinds to a halt once again on the game's code.
; Fall 2008: Evans begins work on a platform for the game, a new game engine, which is later given the name CellSpace3D.
; February 2009: Work begins once again on Simufarm with a new team member, Oliver Whitely, working on Design. Many new features are planned for the new version, including the long awaited Crops system which will support yield mapping and weather damage.
; Spring 2010: It is obvious that work on this game has halted, as the community supporting this game have moved on to other games and it is commonly known now that the game is no longer in development. Two of the website forums dedicated to development of the game have been shut down.
 
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