thinking about an approach to live, simulated generated worlds which uses nested homeostatic units. a city can be run as a single homeostatic unit if you're zoomed out. if you zoom back in, it will "catch up", making new buildings, changing where fields of crops or buildings are.
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and if you add people to a city, you have retroactively make dwelling places, farms, etc. which fit the new homeostatic state of the parent container.
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you'd lose something without continuous granular simulation. some phenomena are granularity dependent and cannot be simplified at large scales. but if you played to the strengths of this you could have a huge simulated world which could truly change in large ways over time.
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This far, the game which has most accurately (and accidentally) introduced thr superposition of scales of change to players is Factorio It starts from below, you’re suggesting a game that starts from above
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probably a human-scale perspective into a structure which is, simulation-wise, starting from above.
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I’ve noodled a bit on a concept for a game about personalities and connections, with a kind of solipsistic optimization - only the people you knew about are resolved into fully realized people. The rest are just counts and roles and possibilities
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yeah- you get into some very similar scaling behavior there! you might even be able to use the exact same simulation with different data.
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I've done this with a lot of systems, although never on something as impressive as a planet. Works fine as long as player-designed spaces aren't expected. Once you start stepping on player toes, things can get iffy.
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right, interfacing with things which people touch on a more granular scale is one of the weaknesses of this sort of system. what sorts of things have you simulated this way?
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