If Tal's stuff is anything to go by, canvas seems to lose the "reasonably fast" trait.

If Tal's stuff is anything to go by, canvas seems to lose the "reasonably fast" trait.
Canvas is *NOT* at all fast.0111narwhalz wrote: ↑Thu Feb 14, 2019 3:24 pmIf Tal's stuff is anything to go by, canvas seems to lose the "reasonably fast" trait.![]()
Except then Unity locks you into their weird format and design decisions.Damocles wrote: ↑Thu Feb 14, 2019 3:35 pmUnity pretty much covers the range from basic newbie development up to serious mid-size commercial teams. (7days to die, Empyrion, Stellaris just to name a few)
I would estimate 1 to 3 month time investment for an already experienced programmer to get productive with it. (after dabbeling with some prototypes, reading the API and watching some tutorials)
Damocles wrote: ↑Thu Feb 14, 2019 3:35 pmUnity pretty much covers the range from basic newbie development up to serious mid-size commercial teams. (7days to die, Empyrion, Stellaris just to name a few)
I would estimate 1 to 3 month time investment for an already experienced programmer to get productive with it. (after dabbeling with some prototypes, reading the API and watching some tutorials)
Unity offers a lot of premade utilities, systems and implementations.Except then Unity locks you into their weird format and design decisions.
Want to do anything outside of their fairly narrow decisions on how loops and objects work, and you cannot.
in deep space?
just abstract it to drive systems, as more thrusters only increase your travel time as they reduce payload fraction for a minor gain to get to travel speedSilverware wrote: ↑Sun Feb 10, 2019 4:03 pmMore engines to make the journey faster, more fueltanks to fuel those engines.
you can totally force them together, if not as romantic partners then as breeding partners.Silverware wrote: ↑Sun Feb 10, 2019 4:03 pmPick breeding partners and attempt to prevent bad genetic matches. (although you cannot force two partners together, you can generally force them apart)
thats 2-5 minutes per generation, not much depth to be affordable in actually controlling the breeding choices.Flatfingers wrote: ↑Sun Feb 10, 2019 2:21 pmTypical game might last 2-4 continuous real-time hours total (but player can save/load anytime)
Set crew lifespans so that ~50 generations pass, requiring breeding assignment choices
dont forget the ship itself.
why land?
Cornflakes_91 wrote: ↑Thu Feb 14, 2019 4:28 pmyou can totally force them together, if not as romantic partners then as breeding partners.Silverware wrote: ↑Sun Feb 10, 2019 4:03 pmPick breeding partners and attempt to prevent bad genetic matches. (although you cannot force two partners together, you can generally force them apart)
Cornflakes_91 wrote: ↑Thu Feb 14, 2019 4:28 pmthats 2-5 minutes per generation, not much depth to be affordable in actually controlling the breeding choices.Flatfingers wrote: ↑Sun Feb 10, 2019 2:21 pmTypical game might last 2-4 continuous real-time hours total (but player can save/load anytime)
Set crew lifespans so that ~50 generations pass, requiring breeding assignment choices
Cornflakes_91 wrote: ↑Thu Feb 14, 2019 4:28 pmwhy land?
build habitats using the skills and tools you already have available in the location you are in.
in space, with a factory complex capable of building anything you need for space habitats with a crew experienced in space operations.
theres nobody aboard who even saw a planet, much less has any idea of how to live on one (compared to living on a space habitat)
are you claiming those as non solved problems from a realistic "when we have those" standpoint or for gameplay purposes? :Vmasseffect7 wrote: ↑Sat Feb 16, 2019 8:50 amFrom a biological perspective, such children would likely have weakened immune systems because the mother shares antibodies with the child in the last few months of pregnancy. You could also justify having a lower level of viability for such children. Humans were not designed to develop in tanks.
While we do have the capability to isolate antibodies, the sheer number of different antibodies that would have to be isolated, replicated, and subsequently supplied to the child would make it an extremely difficult task. There's also the problem of how quickly viruses change. This would essentially require the system to maintain an extremely current antibody, as well as all of the previous ones since old strains tend to come back over time. Immunology is incredibly complex and our understanding of our immune system lags behind our understanding of all other systems, except for some brain functions which still elude us.Cornflakes_91 wrote: ↑Sat Feb 16, 2019 9:31 amare you claiming those as non solved problems from a realistic "when we have those" standpoint or for gameplay purposes? :Vmasseffect7 wrote: ↑Sat Feb 16, 2019 8:50 amFrom a biological perspective, such children would likely have weakened immune systems because the mother shares antibodies with the child in the last few months of pregnancy. You could also justify having a lower level of viability for such children. Humans were not designed to develop in tanks.
because from a realist view i expect every problem one can think aboit in 5 minutes to be solved in a device thats expected to work for an interstellar expedition
so we have a reason for the system being maintainance intensive and being dependent on a still healthy crew to provide "seed" immunocytes for the vatgrownsmasseffect7 wrote: ↑Sat Feb 16, 2019 10:00 pmWhile we do have the capability to isolate antibodies, the sheer number of different antibodies that would have to be isolated, replicated, and subsequently supplied to the child would make it an extremely difficult task. There's also the problem of how quickly viruses change. This would essentially require the system to maintain an extremely current antibody, as well as all of the previous ones since old strains tend to come back over time.
im not saying that it'd be perfectly solved, just addressed and there being a workable solution that doesnt implode at first real-world contactmasseffect7 wrote: ↑Sat Feb 16, 2019 10:00 pmSure, you could have the ship be leaving a civilization that is so advanced that every medical issue has been conquered. But, that simply would not be interesting at all. I could argue that such a civilization would be so advanced that their engines never break down and their computers always function perfectly. That sounds like that would be a lot of fun. Not. I could also make the argument that such a civilization would not need to travel so slowly as to need a generation ship, thus eliminating the point of the game altogether. I imagine that if you are utilizing a generation ship that you aren't so advanced that everything is going to work perfectly. That's from both a realist and gameplay perspective.
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