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Posted 02 July 2012 - 09:34 AM
Posted 02 July 2012 - 10:55 AM
Edited by DiegoFloor, 02 July 2012 - 04:37 PM.
Posted 02 July 2012 - 10:59 AM
Posted 02 July 2012 - 03:16 PM
Common misconception, it is not called kearth but is infact called kerbin. The star is kerbol, nearest moon is simply known as mun, second moon is known as minmus.
the main planet "kearth"
Posted 02 July 2012 - 03:51 PM
Posted 02 July 2012 - 04:29 PM
Common misconception, it is not called kearth but is infact called kerbin.
Posted 02 July 2012 - 06:26 PM
From programmer's point of view it's not a big deal, it was done in ancient times even on C64 (Elite). Size alone is irrelevant, what matters is if the terrain is destructible or static (data that changes and needs to be stored).
From designer's point of view it's a problem, such planets will be empty and boring. Computer can never match hand crafted locations with rich NPCs connections, their stories and such (althrough, for topography alone it's quite good already).
Edited by Platinum314, 02 July 2012 - 06:29 PM.
Posted 02 July 2012 - 07:21 PM
Posted 03 July 2012 - 03:14 AM
But then, what's the point of making this huge (boring) world to explore? Wouldn't it make more sense to make a small (fun, handcrafted) world instead? Why include something that you are sure will be boring to the player?
I am not concerned with the possiblilty of procedually generating terrain. With the right sort of function I can make as much terrain as I want. As you say I'm concerned with any thing created by the computer that it would be boring.
I suppose that it may be sufficent to handcraft important locations, and then connect them with procedrally generated terrain. If you decide to explore the middle of nowhere you shouldn't be getting anything interesting (for the most part).
Posted 03 July 2012 - 04:29 AM
Let's face it, the whole point of space exploration is a hope that on one planet you will find an ancient race or some ruins with awesome machines or some old fleet of abandoned alien ships that will let you rule the galaxy.
Posted 03 July 2012 - 12:08 PM
Posted 03 July 2012 - 12:38 PM
Let's face it, the whole point of space exploration is a hope that on one planet you will find an ancient race or some ruins with awesome machines or some old fleet of abandoned alien ships that will let you rule the galaxy... If you know all you can find are just different geological formations (no matter how unique) with different biomes (no matter how green) and resources (no matter what quantities), what's the point of exploring?
Check this, it's quite interesting: http://www.java-gami...26010/view.html (random universe generator with random alien races and artifacts and history generator).
Posted 04 July 2012 - 03:20 AM
As much as I can't play it (never worked it out even with tutorials) I do find it somewhat hilarious that it is capable of being slow on some machines when it must spend no time at all rendering. It just has so much going on "under the hood". Why they had to simulate dwarves having broken arms, severed femoral arteries or some ridiculous level of damage simulation for an object represented with a smiley or sad face will forever be beyond me.
The latest verson of Dwarf Fortress for a medium world takes a full day to run on my computer.