Article View: comp.sys.ibm.pc.games.space-sim
Article #106240Re: Chris Roberts announcing a game in a month's time
From: Ross Ridge
Date: Thu, 13 Sep 2012 14:57
Date: Thu, 13 Sep 2012 14:57
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4476 bytes
Ross Ridge <rridge@csclub.uwaterloo.ca> looked up from reading the >No, it would require too much mass to have a belt of the density you're >imagining. Xocyll <Xocyll@kingston.net> wrote: >Since I never specified a density I wonder how you can say this. You described an asteroid belt were the density was high enough for physics modeling complex enough to benefit from technologies introduced in the last decade. For an asteroid collision to a chance of happening in an asteroid belt in the time frame of real-time space-sim game then it would have to be incredibly dense. An actual asteroid *belt* would be more massive than the star (or stars) it orbits. >>Now there's a good chance there will be the dense sort of asteroid belts >>you want in this game, but like the faster-than-light travel that will >>also likely be in the game, it'll be made up science fiction, not reality. > >Little hard to say what reality for the entire universe is based on one, >single sun, system Ross. No, it's not in this case. Like I said, even if an asteroid belt dense as you describe existed, it would soon be reduced to dust by all the collisions you want to happen there. Even if every planet is destined to explode one day then it would still be infinitesimaly unlikely that one would have naturally exploded recently enough. Planets just aren't been created fast enough for all the regularily colliding asteroids you imagine to naturally exist. >How many times over the years have scientists looked at local conditions >and declared "this is how it all works" then found they were completely >wrong when they looked at a larger area? Of course we know how it works, if it we didn't understand the basic physics behind it all, we couldn't do the physics simulation you want. Seriously, what do you think would happen if you ran the physics simulation you want in the game? What's going to keep all the asteroids bunched up together? What's going to prevent all the collisions you expect to happen from pulverising the asteroids into smaller and smaller rocks? Any space-sim game that uses a physics based model for its asteroids is going to have to cheat the physics in some way. Asteroids are going to have to be prevented from flying off into space every which way and new asteroids are going to have to come out of nowhere to replace the asteroids that have gotten too small and too numerous to track. It'll probably also have to just completely reset all the asteroids every time you leave the area and come back. The laws of physics don't magically change in a binary star system or anywhere else in the universe. While it's almost certain that the dense kind of asteroid belts that exist in every space-sim game ever made will also be in this game, they're nothing more than science fiction. Whether the fiction has these asteroids occurring naturally or more plausibly by the actions of a Death Star, they're not going be modelled by truly realistic physics. A true and accurate physics simulation just isn't going to produce the results that you and every other space-sim gamer expect. Ross Ridge -- l/ // Ross Ridge -- The Great HTMU [oo][oo] rridge@csclub.uwaterloo.ca -()-/()/ http://www.csclub.uwaterloo.ca/~rridge/ db //
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Path: mbox-mo1.pugleaf.net!border1.nntp.dca3.giganews.com!border3.nntp.dca.giganews.com!border1.nntp.dca.giganews.com!nntp.giganews.com!nx01.iad01.newshosting.com!newshosting.com!news.glorb.com!tr22g12.aset.psu.edu!newsflash.concordia.ca!canopus.cc.umanitoba.ca!utnut!rumours.uwaterloo.ca!.POSTED!not-for-mail From: Ross Ridge <rridge@csclub.uwaterloo.ca> Newsgroups: comp.sys.ibm.pc.games.space-sim,comp.sys.ibm.pc.games.action Subject: Re: Chris Roberts announcing a game in a month's time Date: Thu, 13 Sep 2012 10:57:46 -0400 Organization: University of Waterloo Lines: 64 Message-ID: <k2ss9a$grj$1@rumours.uwaterloo.ca> References: <k2m1jl$2p4$1@dont-email.me> <spb158d1vqclt1qu143sh56vr309co69tv@4ax.com> <k2q8vl$bht$1@rumours.uwaterloo.ca> <vvi358lqg437i1k7t2d0dih2tusl0bnoll@4ax.com> NNTP-Posting-Host: taurine.csclub.uwaterloo.ca X-Trace: rumours.uwaterloo.ca 1347548266 17267 129.97.134.34 (13 Sep 2012 14:57:46 GMT) X-Complaints-To: abuse@uwaterloo.ca NNTP-Posting-Date: Thu, 13 Sep 2012 14:57:46 +0000 (UTC) Bytes: 4363 X-Original-Bytes: 4289 MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit