Thursday, February 23, 2017

Atlantis Updates

Lots of changes with little posting!

In the new game, there is a sizable lake region.  The color difference versus ocean was not sufficient to differentiate them.  I've made oceans darker.

I've also gotten complaints about how unexplored territory is shown.  I've settled on this style, which has the underlying color, with a stippling of gray12 drawn on top.

Most of the development has been in order checking.  I now check the first word of all commands to make sure they are real.  I also check the targets of GIVE commands, and some inventory checking (making sure you don't give what you don't have).  I also check that units doing STUDY have enough silver (based on the skill table - the first turn of studying a new skill will not be checked).

I'm also showing the last seen foreign units in hexes without the current data.  I was having trouble remembering what monsters were where, and where I had seen enemy units.

Tuesday, August 09, 2016

The Palace Job

"The Palace Job" (Patrick Weekes) - An interesting blend of fantasy and steampunk / high tech.  Floating islands suspend by crystals which are changed by the sun (some sort of solar panel coupled to contra-grav?).  A golem which mumbles about its programming as it shuts down.

Impressive overall.

Friday, January 08, 2016

Physics of Star Killer Base

If you haven't seen the latest Star Wars ("The Force Awakens", episode 7), stop reading immediately! :)


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Apparently, there has been some griping about the physics of Star Killer Base.

For example, if the planet can't move, and even one shot substantially drains their sun - then you've only got a few shots from your super-weapon (not to mention everyone on the planet will freeze).

Also, if the weapon drains the whole star, then it is really massive overkill (about 12 trillion times according to one site).


There is a much more reasonable explanation!


The photosphere is the region of the Sun which emits visible light.  The key idea is "It [the photosphere] extends into a star's surface until the plasma becomes opaque"

If you strip off the photosphere, then the star will appear opaque i.e. black (at least, until it regenerates).

Ok, so how much energy can you get from the photosphere (we'll assume the Empire, err, First Order, has sufficient tractor beam and shield technology to extract it quickly and safely).


All of my calculations are in a Google Drive spreadsheet.


Final result?  Yes - there's about 1700 times more power than you need to blow up one planet just from fusing the hydrogen in the photosphere into helium (you could get more power by fusing up to iron).


And how rapidly could you fire such a weapon?

I'm not sure of the fluid dynamics, but keep in mind the regions of the photosphere last about 8 minutes (they are upwellings of cooling plasma).  Which implies it might recharge very rapidly indeed!

Friday, November 20, 2015

KOL Edit

A blast from the past!
Knights of Legend was one of my favorite games.  It was immensely detailed in every way.  It might take an hour to fight out a single quest! :)

Main problem - it was expected that additional "region packs" would round out the game.  But they never happened.  So, you get trainers who are not good enough to get you to the next level where the more advanced trainer will talk to you...

Enter the KOL Editor!  It will (eventually) allow you to train yourself (subtracting AP, and maybe gold) to level up your skills.

Monday, October 12, 2015

libHexPlanet: Sphere 7

I got sphere 6 working using a texture for the vertexes and sending position indices (I didn't get a chance to post the screen shot).

However, both my machines have limits of 256 KB for textures, this works out to 16384 vertexes, which is sphere 6.

I'm going to give up on indirection, and just spam all the vertices.  It took a little doing, but it's working.

Sphere 7:

And I can now do sphere 10, which is so detailed, the individual hexes are turning into pixels:

Thursday, October 01, 2015

libHexPlanet: Shading!

I figured there should be a way to have the shader do the triangle/hex reprojection, and I found it!

The shader calculates the nearest point, and uses the terrain type (one byte) to pick a color.

Thursday, September 10, 2015

Plates in libHexPlanet

I finished this a while back, but forgot to post an update...
This is sphere 9 (200k) hexes.  I've also significantly sped up generation so sphere 10 and 11 are pretty quick.

Now I need to figure out the math for plate collisions...