potatojohn
Arcane
- Joined
- Jan 2, 2012
- Messages
- 2,646
Love the blow-through of projectiles with what looks like gas escaping from both sides in some cases.
The vaporizing debris plume coming from one side pushed the now dead missile off course so it won't hit your ship anymore. It is therefore no longer of relevance to the simulation.That is a nice touch indeed. But at the same time it seems like when your self defense lasers blow the warhead of the enemy missile it just disappears. What happens with the rest of the mass going towards the ship?
The vaporizing debris plume coming from one side pushed the now dead missile off course so it won't hit your ship anymore. It is therefore no longer of relevance to the simulation.That is a nice touch indeed. But at the same time it seems like when your self defense lasers blow the warhead of the enemy missile it just disappears. What happens with the rest of the mass going towards the ship?
Don't think so. Velocities seem to be pretty molasses and it seems they're capped at ship-specific, ludicrously low values (something like double digits m/s for ships, 200m/s for missiles? Homeworld was fast in comparison).This looks like Children of a Dead Earth with a +1 to technological level.
Realistic space warfare, or at least what we predict that would look like, would not make for good gameplay.
They didn't...Well, I guess Aurora 4x kind of tried a fairly realistic model for their space combat, but it causes all kinds of problems that make the game largely unplayable for most people. I haven't tried the new version though, maybe their have fixed their issue with turn lengths/frequency and combat.
Why not use something like BigDecimal in java? (i'm sure other languages also have similar data type, or if not it wouldn't be hard to make one).I also think there is another reason why most games keep velocities slow: programming difficulty. If you use floats for position/velocity (and most likely you are), you lose accuracy as numbers move away from 0. So clamping the velocities is a way of not having to solve that challenge. I think there were some KSP blogs about this long time ago, and how you need to apply some tricks to avoid objects jumping around space.
However, as DraQ said, it would still be nice if the guy made little bit more effort researching space combat, even if that was playing CoaDE or spending time on Atomic Rockets (which has a very, very, big section on space combat).
Why not use something like BigDecimal in java?
Yep, plenty of arbitrary precision libs out there. As to "it wouldn't be hard to make one" - naïve implementations, sure. Something that can actually perform decently is a different story.(i'm sure other languages also have similar data type, or if not it wouldn't be hard to make one).
You need 6 numbers orbital parameters to describe a Keplerian orbit. Milimeter resolution in a solar system number gives you (roughly, napkin math), 54bits required to represent just one orbital parameters. So you could just use double for that and don't pay the penalty of arbitrary precision. You would still need more data for things like orientation of your object in space, etc. So this is not hopeless, BUT as your objects get bigger, the less of them fit in cache. Which means more fetches. Which means slower.Should barely increase memory consumption, unless the devs treat each particle like an independent object or something.
Why not use something like BigDecimal in java? (i'm sure other languages also have similar data type, or if not it wouldn't be hard to make one).I also think there is another reason why most games keep velocities slow: programming difficulty. If you use floats for position/velocity (and most likely you are), you lose accuracy as numbers move away from 0. So clamping the velocities is a way of not having to solve that challenge. I think there were some KSP blogs about this long time ago, and how you need to apply some tricks to avoid objects jumping around space.
However, as DraQ said, it would still be nice if the guy made little bit more effort researching space combat, even if that was playing CoaDE or spending time on Atomic Rockets (which has a very, very, big section on space combat).
A BigDecimal consists of an arbitrary precision integer unscaled value and a 32-bit integer scale
https://docs.oracle.com/javase/8/docs/api/java/math/BigDecimal.html
Should barely increase memory consumption, unless the devs treat each particle like an independent object or something.
Yeah, just spin up one more instance in aws if the code is slow. :DWhy not use something like BigDecimal in java? (i'm sure other languages also have similar data type, or if not it wouldn't be hard to make one).I also think there is another reason why most games keep velocities slow: programming difficulty. If you use floats for position/velocity (and most likely you are), you lose accuracy as numbers move away from 0. So clamping the velocities is a way of not having to solve that challenge. I think there were some KSP blogs about this long time ago, and how you need to apply some tricks to avoid objects jumping around space.
However, as DraQ said, it would still be nice if the guy made little bit more effort researching space combat, even if that was playing CoaDE or spending time on Atomic Rockets (which has a very, very, big section on space combat).
A BigDecimal consists of an arbitrary precision integer unscaled value and a 32-bit integer scale
https://docs.oracle.com/javase/8/docs/api/java/math/BigDecimal.html
Should barely increase memory consumption, unless the devs treat each particle like an independent object or something.And this is your brain on Java.
On a more serious note, though, computers are finite machines grinding finitely represented numbers. Any arbitrary precision computation may necessarily need arbitrary number of cycles to complete.
If you're running an engine that ticks 30 times a second this is very much a Bad Thing(TM).
I've tried it. It's a fun game, but really complex and actually the basic interface doesn't help. Also when you are commanding more than three ships the micromanagment may be a big problem. Anyway, as a fan of both Nexus and Homeworld this EA it's already a gem and the developer has released two big hot-fixSo, has anyone tried it already?