My Ludum Dare 34 (December 2015) submission, called "sprawl".

There were two themes "two button controls" and "growing". I picked "growing".

Basically, you try to limit urban sprawl by moving "houses" (the white cube things) towards the centre of the "city", keeping the area "green".

Windows (32-bit) OpenGL 4.x executable (written in C and C++): ld34sprawl.7zip

 

I'll be honest: I totally ran out of time implementing what I had intended. Oh well, it was still a ton of fun.

It's a Jam entry, rather than compo, because:

a) This is "from scratch" (25,494 lines of code, 107 files, starting with this code: http://openglbook.com/chapter-4-entering-the-third-dimension.html. Thank you Eddy Luten!), mainly just to "get something on the screen"...

b) ...so I have a fairly big issue with comparing that sort of thing with the "source code" in something like Unity/Game Maker/Whatever

My point isn't some "anti game engine rant", rather that the comparison between something done "from scratch" and something done in Unity/whatever in 48 hours is comparing vastly different things: it would be like having a "Electronic Presentation Jam" where some people started with PowerPoint, while others chose to essentially create something like PowerPoint first - but in the end, the 1st group only submitted the PowerPoint file (their "source code"), while the 2nd group had to submit all the (actual) source code for their presentation software, too.

"michaelfeeneybadmonstercom" or "mfeeneyfanshaweccom"