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@lorenschmidt | |||||
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then if you zoom in, looking at individual groups of people or cities or towns, it decides how the larger scale changes it has simulated should affect those finer homeostatic units. maybe the planet gained 30% people in the coarse simulation. it now has to actually place them.
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loren schmidt
@lorenschmidt
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31. sij |
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thinking about an approach to live, simulated generated worlds which uses nested homeostatic units. a city can be run as a single homeostatic unit if you're zoomed out. if you zoom back in, it will "catch up", making new buildings, changing where fields of crops or buildings are.
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loren schmidt
@lorenschmidt
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31. sij |
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the basic idea is that each container is zero sum. a planet has so much food, so much metal, so many people, etc.. and over time it can exchange with neighboring planets + update its simulation at planet level. there can be droughts, or plenty, or emigration, run at that scale.
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loren schmidt
@lorenschmidt
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31. sij |
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and if you add people to a city, you have retroactively make dwelling places, farms, etc. which fit the new homeostatic state of the parent container.
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loren schmidt
@lorenschmidt
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31. sij |
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you'd lose something without continuous granular simulation. some phenomena are granularity dependent and cannot be simplified at large scales. but if you played to the strengths of this you could have a huge simulated world which could truly change in large ways over time.
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JohnMeuser
@JohnMeuser
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31. sij |
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This far, the game which has most accurately (and accidentally) introduced thr superposition of scales of change to players is Factorio
It starts from below, you’re suggesting a game that starts from above
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loren schmidt
@lorenschmidt
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31. sij |
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probably a human-scale perspective into a structure which is, simulation-wise, starting from above.
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Derek Tumolo
@derektumolo
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31. sij |
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I’ve noodled a bit on a concept for a game about personalities and connections, with a kind of solipsistic optimization - only the people you knew about are resolved into fully realized people. The rest are just counts and roles and possibilities
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loren schmidt
@lorenschmidt
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31. sij |
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yeah- you get into some very similar scaling behavior there! you might even be able to use the exact same simulation with different data.
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Craig Perko
@craigperko
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31. sij |
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I've done this with a lot of systems, although never on something as impressive as a planet.
Works fine as long as player-designed spaces aren't expected. Once you start stepping on player toes, things can get iffy.
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loren schmidt
@lorenschmidt
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31. sij |
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right, interfacing with things which people touch on a more granular scale is one of the weaknesses of this sort of system. what sorts of things have you simulated this way?
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