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Thread: ideas for TAtmosphere

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  1. #6
    Quote Originally Posted by phibermon View Post
    You don't have to be as complex but if you're simulating a dynamic across blocks that has the potential to go anywhere in the world, you've got to have an algorithm that either itterates over the whole world, or preferably, itterates over all blocks in a certain radius around the player (like minecraft)
    I was thinking that maybe generator could be a root of a tree or sth and update children, adding nodes as it spreads. could work for smaller spaces but a big hole in base hull could be troublesome to calculate

    btw is your thermodynamic simulation based on 'cellular automata'? just read that both minecraft and dwarf fortress use them to simulate fluids

    as for my game setting it starts with a landing on a planet with 0% oxygen. only sources of oxygen will be 'generators' (greenhouse, pipes) placed by player
    Last edited by laggyluk; 04-07-2013 at 03:44 PM.

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