Post by phantomhunter01 on Apr 29, 2017 4:28:48 GMT
veeeery early society here, but i think it counts as post-awakening since some of it is houses and stuff. anyway i'm sure a few of you have seen this guy before but basically he creates houses and kilns and early weapons with only primitive tools. the automatic hammer he made (link below) is very interesting as it's an early device that uses water to power itself instead of, you know, people. of course it's a proof of concept because it's quite small but there's nothing stopping it from being scaled up. would be kinda cool i think to implement some stuff like this (maybe a small ambient production of powdered things) and i also believe firmly that it's important to at least have a cursory understanding of what is actually involved in creating these tools because it gives you an idea of what's going on and what conditions are optimal to the creation of early tools and shelter. anyway here's the link to the video (and the channel really, all the videos are interesting) i've been going gaga about so here you go
I think it would be really hard to implement a "design it yourself" tool though. (Although the whole multicellular stage is going to be like that, so who knows) (Great channel though (Hint: He puts small extra details in the captions))
Post by phantomhunter01 on Apr 29, 2017 17:26:35 GMT
yeah i see what you mean. i guess the idea i have is that you'd be given some sort of part shape editor to use to configure the shape of the hammer (with line symmetry always on for simplicity's sake) and then a modifier or trait test thing that was a stream of water. you could configure the strength of the current on the stream (and normal rivers/creeks would have this modifier as well as a general idea of how fast it is) and then the simulation would have some sort of equation template it would design after you save the thing and see how it works in real-time. once the equation is created you could place them next to a falling water source and it would take the input of the water river strength and then output a certain amount of powdered thing. also i get that procedural animation is difficult but you could probably base a rising and falling animation based on the water current and the equation generated. the important thing is that the usefulness of the whole monjolo structure would be determined after you designed it and not in real time. rough draft of equation:
every hour, if H≤F*b, then output powder of type M = C*F*H*B
H = material hardness C = current strength, would also be useful with waterwheels, hydroelectric dams, difficulty to swim across b = miscellaneous balance number to fine tune equation |_neither of these would be B = miscellaneous balance number to fine-tune equation | variables in final equation F = force, determined by some pre-existing algorithm for force incorporating the weight of the monjolo and its center of mass M = material being ground
i get that there are plenty of uncertainties but that's mainly because i don't know what size of numbers would be used for hardness/force/quantity of material also i don't expect this to actually be added to the game just throwing some ideas out there. i enjoy working through problems like this.