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@lorenschmidt | |||||
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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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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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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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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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Jason ̆̈
@XaiaX
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31. sij |
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I’ve been thinking about this off and on for any kind of open world, but I think it also might run into the “lovingly rendered procedurally generated oatmeal” issue, if you could make it fast enough.
On the other hand, you need boring stuff to offset the interesting stuff.
🤔
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loren schmidt
@lorenschmidt
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31. sij |
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absolutely, i think that's a very real risk. with more granular historically based approaches, you can at least get at some sense of local relevance, weathering, decay, etc.. it'd be hard to do that with broader strokes.
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pixelspook™
@pixelspook
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1. velj |
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Reminds me of LOD algorithms for terrain rendering. Also curve sampling. I wonder if ideas such as increasing simulation sampling density at less stable / more active regions would be analogous to higher sampling in regions of parametric curves with higher derivatives.
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loren schmidt
@lorenschmidt
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1. velj |
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oh sampling density is a really interesting lens. i wonder if you could set it up so you're actually running the more detailed bits, just with lower sample count / frequency or something...
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Steven Portzer
@stevenportzer
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31. sij |
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One way I could imagine this working is to simulate areas at smaller scales for a short period of time and extrapolate relevant metrics for larger scales and longer time periods. The simulation could spend more time more zoomed in if it detected anything interesting happening
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loren schmidt
@lorenschmidt
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1. velj |
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oh interesting. yeah this could be really interesting and useful for certain features. for instance, if a town determines a new building needs to be made, not actually placing it could affect things like traversal time to the market, etc. if you don't step down and do so.
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Polyducks
@Polyducks
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1. velj |
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Sort of like a series of guesstimates to keep things trundling along which gets actualised when you need them?
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loren schmidt
@lorenschmidt
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1. velj |
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right, and zero sum. so you're actually moving resources around at correct values, but what containers those resources end up in within the container isn't determined yet.
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Gavin ☘️
@freshofftheufo
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31. sij |
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Sounds like a job for LISP!
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Brendell
@kodokuNoTsubasa
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31. sij |
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This actually sounds like an updated/better/different way to run games like Rimworld. Or a way to have multiple kinds of games take place in the same "universe". Single person>city>country>planets>galaxies, in order of small to large
I really like it
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