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Granada
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Iron Founder
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Commander.Valkryie reacted to a post in a topic: Engine Trails
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As you are sending some matter to create thrust on space . Detection of that element will be relevant
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A onion like planet with alternative matter and no matter 2 or 3 km each. With massive columns keeping the structure We can call it hell... XD
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Jet reacted to a post in a topic: Ship Servos that generate Rotation
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Raising reacted to a post in a topic: Website Questions
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how you togle third person for the ship?
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:O, I see your point. The camera is traveling too at that speed. Well If is implemented as I have said it will easy but unacurate in a sense. But implementing it hte other way has masive consecuences so is virtually imposible.
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I am not talking about time travel. not at all
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the player is not traveling, the character is. the player is an observer of the character and is not affected itself from time dilation
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This is exactly how you spect to see someone (you are stationary) in a spaceship that is traveling almost at light speed ( If you where able to see) . No, i am still in the ship, Let describe a posible travel. A ship travel from one a planet to another at 99.5% of light speed, this produce a X0.1 time dilation efect the distance betwen planets is 10 hour/light so from outside the sheep we see the ship takes 10 hours to arrive () dont count the 0.5% the sheep is slower than light for this for simplicity. Now. mi character is in that ship. from his perspective the trip takes 10hour * 0.1(time dilation) = one hour. but i am the player, i am outside of the ship so i am not subject to the time dilation so I see the trip last 10 hours, if I peek inside the ship mi character is moving in slow motion because for every 10 seconds I live he lives 1 second. You cant travel faster than light. we can transform this in a relativity explanation, there is a lot to explain and asimilate, but I think is outside the scope of the forum. Thanks for the anwsers
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No, no one will need o be able to time travel, if you play moving at 99.5% speed of light your sheep and character will look like in a slow motion because the time dilation playing 10 times slower. If this is something that can add some depth to the game, I am not sure but surely will get some atention and someone will take a use of it. Implementing this wont be hard at all, just add a multiplication to the delta time of entities traveling fast so they move slower (not theyr external speed but theyr speed inside the spaceship).
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Raising changed their profile photo
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XD or PvO Player versus Ore. It can be "manual" just another way of doing it. or more than mining, digging
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Can we have a mining by demolition???
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Raising reacted to a post in a topic: General Relativistic Time
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I agree that is not like a feature much people want, but it can add a nice taste to the game. For the traveling nuance, I dont think traveling this way is the designed way the point is if you are traveling at speed of light for whatever reason you cant do anything until you reach your destination so you cant realy play since the player is outside the game( not freezed) and its character is freezed. It may have little impact on the game, apart from "DU has relativity implemented" . It can justify future humankind expansion. Thanks for your replys
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There is no need to save Timestamp on voxel because they there is no time travel (as in reality) The implications of this are that you can travel faster than light from your perspective so travel is faster, ( for a photon , "light" there is no time so from its perspective he travels at infinite speed) One reason to implement this is that the things that happens in a system that travel faster happen slower that in a system in a "normal speed". So say you are in a nation ship ( huge ship that holds thousands of people) that travels at normal speed, events, phisics and other time related events happens at normal speed. If you acelerate to 0.87c you will play in slow motion at 0.5 the normal game speed. this efect is local. At first it may look weird but it opens time preservation mechanisms to the game. it may be irrelevant at first but the implementation of it is simple, yust multiply the main time variable * ScuareRoot of( 1- (V^2/c^2)) Nothing more has to be done in code
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I feel we are losing so many thing for the sake of a single sard server due to performance In this post I am thinking about a conection to the main frame of the bigger ship container docking is part of this
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Raising reacted to a post in a topic: Ship Servos that generate Rotation
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I undestand... it may be a wayy to fake those things without having a performance hit? Thanks for the reply