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Messages - jpwrunyan

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16
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: February 09, 2010, 09:18:49 pm »
...or pondering the implications of conservation of mass/energy in relation to the fortress...

"if i heat my beer there is more of it?"

17
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: February 09, 2010, 08:25:15 pm »
did i read that right?
The philosopher is gone?
I will miss him.  I never knew where he was or what he was doing but I liked knowing he was somewhere doing it.

18
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: February 02, 2010, 10:35:49 pm »
@smjames
Im  anti science and pro topic but not for any related reason.
And the next person who starts talking about dune is going to get stalked to where they live and... Woops was only supposed to think that.

Anyway...

Hope the various glacier bugs also get fixed.(check the wiki)

19
@shoku re: water

Basically, the game needs to be aware of the difference between a static body of water and a dynamic one.  As it is, it makes no distinction.  Once this sort of thing happens, then FPS would only get hurt when water starts to flow.  Furthermore, I don't see any other way around modelling beyond the tiles immediately adjacent to a tile of water.  Somehow the game needs to realize:  "Hey, I'm a 7/7 deep thingy of water next to a completely vacant thingy of space.  I better change that fast!  So let's see, where should I move to..." and kill the FPS if need be, at least it will only be killed for moment if the flow isn't into a chasm or some other endless extreme. 
It does that just fine. You can expect a large body of water to very quickly fill up a room you've accidentally carved into it and piercing an aquifer floods your fort at a suitable rate.

The slow water issue only shows up when you've got 7/7 next to a long stretch of 6/7 next to a long stretch of 5/7 and so on.

No, no it doesn't do it just fine.  Something that only works under certain circumstances and not under others is not working fine, in my opinion.  We're not disagreeing on the issues, of course.  Just apparently on whether we should be satisfied with the way it works (ie whether it is a problem or not).  A 7/7 tile should be able to "look ahead" a bit (beyond its immediately adjacent tiles) and more aggressively dump its content.  It would be interesting to experiment by surrounding a space of 7/7 water with floodgates and then open them simulateously to see if the 7/7 immediately becomes 7 1/7 tiles in an appropriately large room.  I am willing to bet 50 dwarfbucks it doesn't.  Yeah, a small room will flood *pretty* quickly, but a long channel simply will not.  Anyway, another problem is the way time is very relative in dwarf fortress.  But even given that, I say it should not take a full year for water to flow from one end of a channel to the other given uninterrupted input.  That's the basis of that argument.  If we can't agree on that, then there's no point arguing about flow and this other esoteric stuff.

Last time I checked U-bends didn't work perfectly, they only fill to one level under the source level.
To ilustrate this situation:

Code: [Select]
Source
   |
   V      
OOOOOO  OOOOOOOO
77777O  O.......  <-Safe area
OOOO7O  O7OOOOOO
   O7O  O7O
   O7OOOO7O
   O777777O
   OOOOOOOO

I tested with an underground pool, there were probably some strange things going on there...
Code: [Select]
OO77777777777777777OO
OOO7777777777777OOOOO
OO7777777777777777OOO
OOO7777777777777OO __←mined out with open (channeled floor)
OO77777777777777777OO
Anyway, got no love from that.  Unfortunately, I don't have the save anymore to go back and check.  So I might be wrong.

edit: mispelled "tiles"

20
@shoku re: water

Basically, the game needs to be aware of the difference between a static body of water and a dynamic one.  As it is, it makes no distinction.  Once this sort of thing happens, then FPS would only get hurt when water starts to flow.  Furthermore, I don't see any other way around modelling beyond the tiles immediately adjacent to a tile of water.  Somehow the game needs to realize:  "Hey, I'm a 7/7 deep thingy of water next to a completely vacant thingy of space.  I better change that fast!  So let's see, where should I move to..." and kill the FPS if need be, at least it will only be killed for moment if the flow isn't into a chasm or some other endless extreme. 

But even then, can't the game realize this and treat even water flow as a static property of a body of water?  I mean, what's the difference between a static finite amount of water and some moving body of water that has limitless input and limitles output?  The current is the only thing I can think of.  Sure, if the input and output are not equal then it might be a problem.  But for most ingame rivers, it should work smoothly.

I'm sure I'm missing something though...

21
The problem is not so much the 1/7 water tiles.  It's that the 7/7 water tiles don't turn into 7 1/7 water tiles fast enough in certain situations.

22

Ah yes, *that*.  I had imagined a re-writing of the current fluid dynamics.  ...
Why would water without any pressure move fast?

But ya, if there was some way to get it to teleport at maybe 3 instead of 7 but stop once it was level-ish the slowly widening slopes of water wouldn't stick out as much.

Your hopes are a bit screwy though as hydraulics dudes probably don't have an especially good way of representing water in tiles like these.
That and Toady, being a mathematic professor, probably understand hydraulic sufficiently.  The only difficulty facing him is HOW to implement hydraulic into Dwarf Fortress without the FPS being shot to hell.
Remember, one of the most difficult problem for computer to simulate is fluid dynamics (if you try to do it realistically).
Though I think the current issue with Dwarf Fortress' fluid dynamic is that water seems to have a really high viscosity (which will result in water flowing really slow down a channel).  Of course, this may be an artifact of the fluid being represented in 1/7 chunks (low viscosity fluid will spread to a thin film rapidly, while tracking it in 1/7 chunk inherently slows it's rate of spread).
If you've watched the numbers dance very much it's clear that the units glide around on top of the next layer below them as a group but in a random sort of direction unless they hit a spot two digits lower at which case they fall down to that level and possibly continue the process. The teleport behavior requires actual pathing so it's slower but this non-wander behavior gives the kind of constant directional progress we want.
...

Exactly.

Anyway, I was operating under the assumption that if Toady were able to do it himself and it were easy, he would have already.  I hadn't thought of the performance issue, but there are still some odd properties with water that come about because of innaccurate simulation (again, my presumption).

For example:

1) if you channel into the floor and it has access to a larger body of water above it, nothing happens.  So a toilet-like U-bend (S-bend?) isn't possible.

2) if you channel a one tile access to a river, split access into 4 sub-channels, let those channels dump into a tube which has a one tile exit for the water at the bottom, and your tube overflows.  I guess because the 4-splits serves to suck more water from the river?  Pretty sure that's not right.

3) again, you can have a 7-tile of water back-logged up a 1-tile channel accross the map and have it dump into a huge reservoir.  Water will actually seep into the ground and dry up before the reservoir fills, if it ever fills.  The water should flow faster in the channel and slow down once it gets into to the reservoir.  Pretty sure this is also not the case.

Perhaps you guys are right and its not a matter of expertise.  Either way, it doesn't seem to be working properly.  If I am wrong and water actually does work that way in large quantities, by all means disabuse me of my misconceptions.  But I am pretty sure (from an interview I read) that Shoku's got it right.

23
There's going to be a fluid re-write?  That's awesome.  Where can I find out more?

It's this dev item:

# Bloat325, ADDITIONAL LIQUID TYPES, (Future): Candidates for new flowing "liquids" include sand, oil, mud, blood of various sorts, slime, farm products like grain and beer for the beer fountain. Only a limited number of materials from plant raws like beer would be able to be supported as a map flow at a given time.

Toady has often commented on the difficulties:

Quote from: Chronas
Toady, which release are you intending to implement custom fluids?

I have no idea.  They aren't crucial to anything, so it's just going to be an act of excess when it happens.  It's something I often want to do, but the technical stumbling blocks which will potential slow down the flow code are the thing stopping me from suddenly doing it.  Getting the flows to run at a decent speed and getting them to interact with each other in any way (instead of just the magma/water interaction) are the issues.

Ah yes, *that*.  I had imagined a re-writing of the current fluid dynamics.  A re-write of just how water works.  Something where hydraulics is actually represented accurately and also where it doesn't take a full year for water to flow through a channel from one side of the map to the other... oh well. 

I don't mean to imply that would be easy.  But man I would be thrilled if I heard Toady was teaming up with a fluid dynamics person to implement the ultimate hydraulics system.

24
There's going to be a fluid re-write?  That's awesome.  Where can I find out more?

25
Hey, don't change the thread title! lol.

I never even knew you could DO that.

26
DF General Discussion / Re: FotF: Dwarf Fortress 40d16
« on: January 02, 2010, 08:18:12 pm »
..no. Just no. You people aren't at all sane.

This way works perfectly fine; if you want something that small, specify the grid size. Somehow I doubt you'd want the quality loss from a non-blackspace, non-exact grid anyway.

My point wasn't to enable a 256x256 pixel view... merely to make the interface configuration explicit.  Having 256 (or whatever) be a magic number is... well, against my instincts.  Also, I guarantee that someone will not get it.  "Is this supposed to be 400 pixels or 400 tiles?  Der..."  Or "I'm gonna pimp my DF!  I have 3 monitors lined up horizontally!  I wanna 300 tile wide window to stretch across them all!  Wait... pixels???  I don't know how many pixels that is!  Uh, 1440 plus..."

Anyway, it was just a suggestion.  If you're not worried about stupid settings or stupid people then it is sorta moot.  For me these sort of considerations are just instinctual.  I have to make any application I program fool-proof... because the end users are fools.

27
DF General Discussion / Re: Best names.
« on: January 02, 2010, 12:26:47 pm »
The god "Ok".

28
DF General Discussion / Re: FotF: Dwarf Fortress 40d16
« on: January 02, 2010, 12:05:33 pm »
Sounds reasonable. So, in d17 or at least the final release:

If you specify 0x0, it'll autodetect a window size for 80x25. If you specify NxM, where both N and M are <256, it'll interpret that as grid size, and calculate the window size accordingly.

If you actually want a 255x255 window for some reason, you're SOL and I'll cry a crocodile tear for you.

Why not take a CSS approach and have it suffix with either "px" for pixels or "tile" for tiles?  The default (no suffix) can be pixels.  Dunno how easy that would be to implement...

But honestly, I don't see the merit in setting size by pixels as opposed to tiles.  Not until variable width fonts are ready.

Anyway, really looking forward to the new features you guys are working on!  Thanks!

29
I remember somewhere along the lines that iron men are going to be full of poisonous gases now.

Will they also now be equipped with heavy boots of lead?

And a core of pitchblende (uranium)?

Now we just need to incorporate some reference to the triathalon...

30
I remember somewhere along the lines that iron men are going to be full of poisonous gases now.

Will they also now be equipped with heavy boots of lead?

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