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Topics - strich

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Creative Projects / Fluid Dynamics in 3D Similar to DF
« on: January 15, 2013, 07:27:52 pm »
Hi guys,

I'm currently developing a new game based on space and one of its goals is some lightweight pressure/fluid/temperature simulation throughout the player spaceship. Like a good developer I'm cutting the project up into more palatable bite-size projects. The one I'd like to discuss and develop here is an open source version of DFs Cellular Automata simulation. After fairly extensive research I've concluded that the solution DF has implemented is actually really well done.
I'd love some help from the community here around a few specific points:
1. Has anyone already done the above? Eg is there already an open source implementation of DF's liquid and pressure simulation as discussed here? No point reinventing the wheel.
2. The above linked article discusses liquid simulation quite well. However I'm struggling to find information around how the system works with liquid interactions (water+magma), gases, temperature, etc. Would love some resources around this.

The plan here will be to develop a small open source project written in either C# or C++ (Undecided yet) and pluggable into Unity as its currently my engine of choice. But I'll try to keep it as engine agnostic as possible.

2
Every couple of months a new project pops up tasking itself with recreating DF in 3D, whether its a new game inspired by it or a direct interface to it. A couple of friends and I had a discussion over the weekend on just how we'd all personally envision DF looking like in 3D if it were to simply pop into existence. It turned out to be a pretty interesting discussion and so I'm going to ask it here to see what people come up with.
Feel free to post screenshots of existing games as direct inspiration. My two favorite looks come from two games in a similar genre -
ANNO 1404 - I love the detail, both zoomed in and out, of this game. Its even more amazing when you see it in action.
3D Dot Game Heroes - I just like this art style. Its simple and I think its a nice homage to DFs original graphical prowess (That is to say, none). I would however give the look a darker mood and tone. I'm also not sure how well it'd work if you were to zoom out.

3
DF Bug Reports / [40d13] Sub-Window Mouse Problems
« on: July 06, 2009, 08:50:49 am »
Hi,
Thought I'd give 40D13 a crack and I've run into a bit of a bug.
Load up a Dwarf Fortress game.
Hit d to designate something.
Click once in the game window, then move the mouse over a menu item in the designation menu. The mouse will automatically select the first item it touches.
Its like the left mouse button gets stuck down if you click in the game window and won't let go until you mouse over the menu.
This can be further exhibited by selecting 'Chop Trees' and using the mouse to select trees to chop down. You onyl need click once and just mouse over trees until your blue in the face.

4
DF Dwarf Mode Discussion / MOVED: Technical discussion on DF
« on: May 18, 2009, 08:29:38 pm »
This topic has been moved to General Discussion.

http://www.bay12games.com/forum/index.php?topic=35865.0

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DF General Discussion / Technical discussion on DF
« on: May 18, 2009, 06:36:20 pm »
Hi guys,

For a long time I've been a hobbyist game dev whose dabbled in almost all the roles a game needs to be complete (Modeller, Designer, Level Designer, etc) and I'm now taking a good look at programming. I've learnt my way around C++ over the last few months but the knowledge I am currently lacking is a higher level OO design process. That is to say, I'm curious as to how classes are organized and whether games like DF use the 'Model-Viewer-Control' methodology.

Ultimately I should probably pick up a book on the topic and read it cover to cover, but I'd love to have a discussion on how DF was designed from the ground up (Toady?) or how some of you would expect or go about designing and building a game like DF.

6
DF Suggestions / Suggestion - Fortify walls
« on: March 11, 2009, 03:27:31 am »
Please excuse this if its already been suggested. I'm only new to this wonderful game.

One thing I found immediately disappointing with DF was the apparent lack of depth in mining in of itself. Dwarves mine rock like they have pnunamic drills attached to their heads and there doesn''t appear to be any fortifying of walls after said tunnel has been dug. The game Dungeon Keeper is bought to mind when I think of this. That game had a system where one would mine out normal rock walls fairly quickly but then each wall face had to be fortifyed to keep it sturdy and it would take enemies longer to chip through it. It was also a way to pretty some special rooms.
It would be great if we could fortify and strengthen walls and then be able to apply ornaments such as torches. That would also impact the problem of having Dwarves getting used to darkness and hating light.

But, when I initially decided to start a thread on this I thought it'd be a fairly simple feature to implement. But now that I think of it, it would require an entirely new system. So I guess this thread is not much more than a 'I want this' vote.

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