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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oh interesting. yeah this could be really interesting and useful for certain features. for instance, if a town determines a new building needs to be made, not actually placing it could affect things like traversal time to the market, etc. if you don't step down and do so.
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it could be worth it to spend some time thinking about what weird rules you could make for your world to fit it to the nature of the simulation harmoniously. i always think about the way simcity 2013 had simulated people, but they weren't attached to individual houses.
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You might even be about to get strategic about which small area to focus on. Like if you have a big grid, each cycle the area you simulate in detail would move like a chess knight or something
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oh yeah that's a great idea. it could be spatial or follow people who are in the middle of relevant, ripple-up actions.
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Sort of like opus magnum and other zachtronics games (those simulate to see if you fail, here you could build a probability tree of certain events happening in a given quadrant)
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To add more spice, occasionally drop in agents besides the player with a “simulation aura” to stir up quadrants they walk through.
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Čini se da učitavanje traje već neko vrijeme.
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