ratamero

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Everything posted by ratamero

  1. Idle Thumbs Interference ARG?!

    ...which is exactly what someone who doesn't want us to investigate it would say. Nothing stops the Thumbs Detectives
  2. [Participation Agreement] The Clone Progenitors

    My forum history is not huge, but I really want to see how this turns out and I'm happy to "contribute"!
  3. No Man's Sky

    That update looks huge. Not surprised it took them this long to ship it, and it's certainly enough to push me to give it another try.
  4. This was literally the only thing I had time to do during this week. It seemed to go quite well! It was a 20-min live demo where I started from an empty project and showed how you can plot trajectories and point clouds in Unity and how easy it is. I'm glad with the results. So yesterday I was going to spend a lot of time on this but didn't because reasons - I did manage to add my point cloud code to the main project. On today's menu: UI. If everything goes according to plan, I'll have a pre-pre-alpha early access version on itch later today!
  5. This is the best game name (and holy crap that dot gobbler)
  6. Yeah, as soon as I have the basic visualization tools in place I'm moving towards making it look cooler, and when it looks cool enough I'll try to think what to do with it. A simple idea is to have mouse clicks generate new particles, so you could see how the trajectories evolve from anywhere. Still not much "gameplay", though.
  7. This is like the big, better looking brother to my own project! Looking forward to seeing how it turns out.
  8. Working sliders! Camera Control! It's been a very productive 2 hours. Also, I volunteered to give a talk to an audience of PhD students in Physics about this thing. On Thursday. Gulp.
  9. Still waiting for Turrican: Origins.
  10. So the good news is that I didn't need to implement an equation solver - the weird Fabrikant system that had instabilities is supposed to have instabilities. I'm just moving elements that go too far from the origin back to the middle and that's the best I can do. Trying to implement quadratic maps was the task for the day - they're tricky because the cool shapes they make come from the individual positions an object can occupy, rather than by their trajectory, which means that the Trail Renderer I use for all the other systems is useless. It took me most of the day, but I solved the problem of how to display those systems without creating a bunch of GameObjects - point clouds on a mesh! Now I need to implement that solution into my main project (which should be quick and I might still do today), but otherwise I'm moving to creating a rudimentary UI and some camera control to play with these weird guys and look around them. (this is what the shape from the video looks like when "complete":)
  11. Yeah, some interplay with audio is definitely a possibility. So I'm signing off for the night - ran into a bunch of numerical instabilities with some of the systems, others were stable when they shouldn't be, lots of weirdness. I'm planning on implementing a proper equation solver tomorrow (RK4 will do just fine) to get rid of numerical problems. Rossler attractor worked just fine! Chen attractor collapsed to a single point even though it shouldn't: And something called the Thomas attractor (I had never heard of this one) was probably the coolest thing I've done so far:
  12. it turns out that it is! I've updated the previous post.
  13. So I've decided it might be a good idea to document my very first time making a game as well as possible - so I'll try to keep this topic updated during development. This is what I have on day 0: 1) A proof-of-concept prototype showing that it is possible to do what I want to do in Unity (the terrible framerate and resolution are from the video capture, not from the Unity program) 2) A github repository where you can watch live how horrible my code looks 3) a kanban board that I hope to keep up to date as much as possible at taiga.io
  14. That is the best premise for a game ever. Looking forward to a selection of leather jackets that can be purchased with real money.
  15. Also there's a 72h stream coming next Friday, in which they'll probably surpass Nick Breckon as the best Far Cry 2 speedrun ever
  16. Ghost Minitaur is terrifying. Also, Nick's NBA corner should just be a fixed segment in the podcast, his description of how to maximize efficiency in team practices was the best thing.
  17. He said there WILL be an opening, so considering the time it took to hire Austin they'll have someone new by 2020
  18. Jeff already confirmed on twitter that there isn't even an opening at GB officially at the moment and they're not hiring Danny. (Austin also confirmed Danny is not going to Vice Gaming)
  19. The only FORTRAN is F77. (Writing FORTRAN instead of Fortran is more fun, but I didn't know they gave up on all caps!)
  20. A quick aside on FORTRAN: there's a lot of legacy code from decades past in academia to perform very specific tasks and calculations and that's mostly FORTRAN, but the main reason for academia (at least around the scientific computing circles I'm familiar with) to still love it is how damn fast it can be. When your calculations/simulations take days or weeks, any performance gain is major.
  21. I like the idea of everyone playing the same scenario, though! Maybe we can just drop down the difficulty a bit for the next one to allow for longer stories.
  22. I had a quick 15-min to kill before going to work, so I decided to start on this. Day 1 - I just want to build a room with some beds to spend the first night. Lunchtime nap inside an incomplete room? Sure, why not? We did it! Our colonists will spend their first night under a roof in the ugliest room in the world. (yes, Goldblum is still asleep 9 hours later.)
  23. Until I hear about it officially, I still think Dan is just screwing with people and he's not going anywhere.