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wesbruce

Alpha Team Vanguard
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About wesbruce

  • Rank
    Novark Citizen

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  • Gender
    Male
  • Location:
    Australia.
  • Interests
    Voxelmancy, game design, spaaaaaaaace.
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    Gold Founder

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  1. I hope you had time to slot some one new and useful in to my slot in the server test. Sorry I got double booked. Moms 80th birthday. It was attend or be lynched! lol And I was the only one organised enough to have a pen for signing birthday cards. 

  2. Mine will be a flying hobbit house so it blends in to the terrain when landed.
  3. I said No because there are some contexts where that would render a project impossible. However I have already suggested way to package raw materials as generic cargo that pays people on delivery only, so the courier cannot steal it profitably but anyone stealing it from him still has to deliver it to the designated destination to collect any loot.
  4. That's not how you save a voxel construct. The simplest way is to save the voxel type and number. log the position of the constructs and the important voxels. Mesh over the majority non air voxels to get the surface mesh, Whats visible. That's the first thing you see from a distance. Lod reduces that further. You do not need to record the location of all air voxels unless the air voxels are a small minority. Likewise if the construct is mostly rock you don't need to log the location of every voxel of rock just everything else that is not air and rock. The size of the save will depend on the d
  5. Planet side and H1Z1 use forge light but landmark uses voxel farm. They are trying to merge the two at daybreak but its hard. I also have a copy of voxel farm but it's not the same version. Generally twerks right and TehWardy is out of date. DU and Voxel farm are close but not the same and both are 2 generations beyond the limits set by minecraft almost a decade ago. The limits that TehWardy is talking about are also broken easily by some minecraft modding tools and the newer optimisations. . IE minecraft bakes the top surface of a chunk in some mods. World gen is three things. The seed, th
  6. We will be mining long before we are flying so I'll be doing something like the traveller RPG.
  7. It may do a tiny bit more damage that a well thrown clod of dirt. There is a trick here: It may be harder to make the nanomorpher do no damage rather than having it do some damage. It also means you can ever be disarmed, that may have some interesting in game effects. Or lots of head shots.
  8. This is the third weather channel on the site. Find the other two for more. lol. Weathers hard to do.
  9. If you had any early experiences with Second Life then this scripting architecture is relatively familiar. It's a big improvement on linden labs original LSL but many of the features that people are debating have been in the linden scripting language for 8 years. Home computer processing power is not a major variable. The scripts in many cases, even the turret attacking you, is running at your end. The fun starts when either a script is out of date or does not load at all. The protections and permissions systems is not easy but not new.
  10. I'm calling dibs on the little island on the left!
  11. Structure cores define a specific volume. Length, breadth, height parameters the cores come in 5 or 6 sizes. Smaller structures may be able to nest in available space in or on the edge of larger structures. Or they may exclude each other. That defines any city geometry. The other factor may be the need for streets, landing pads, parking. We will have people that want to walk, run, use hover vehicles that probably can't go more that 1 or 2 metres high so we will need roads. Landing vertically is hard so many flying craft will need skyways, highways in the sky. Like the jetsons, star wars o
  12. The ship core units come in five sizes with known length, breadth and height. Even if you don't put voxels in that volume that volume defines the ship and it's collusion volume relative to other ships of the same core class and landing on voxels of terrain and larger ships. Thus we can define 4 or 5 door and hatch areas as the front face of the class for doors, or it's bottom face for hatches. I would be possible to add 5 elements for doors and 5 for hatch/elevators which would either spawn the door voxels or would control them. You can do modular voxel doors of any size if you have a vo
  13. Ramming is dead easy in ship combat. Just add a ram weapon that you add to a ship that does a huge amount of damage, adjusted for velocity, but has a 1 or 2 metre range. You automatically tab target any ship in range. The real problem is the gameplay effects it makes big dumb ram ships too easy and kills all other ship combat options.
  14. Ramming and easily blowing a hole in a ship is unlikely. Combat will be about knocking out ship systems and finishing with a boarding action and a hack to take the ship. On resource limits a 100 km planet has 125000 cubic kilometres of rock. If it has only 1000 ore seams per km2 that's a lot of ore. So in a couple of years 20000 people will have to dig though every cubic km to find every ore seam. We are not going to find every ore seam. Australia has sites where the gold rush never mined out the ore. Easier and cheap mines were founds and so the miners moved on leaving some ore untouche
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