[GeoRealism] Dynamic Ice

Can we pls get at least a test version AFTER the next release, so everyone can try all YOUR stuff, thx . . . SO

Are you speaking to me?

If so... then the answer is no.

Sorry but I really don't think you appreciate or even realize how complex this is. I didn't either until I got burned out a year ago thanks to making this kind of a promise. I can't even use the game to develop it. I am developing the GeoRealism completely separate from the game. There has been some talk about keeping it in a separate DLL. If that is possible, it will make things easier in the long run but this is still an immense project.

I am also juggling a job, a book, a design document for a new software I want to develop, and possibly going back to school if I can't find people who I trust to help me develop it.

Don't expect to see something usable for a year or so. With a little luck I may be able to do it in 6 months but I am not promising anything.
 
And then there will be so much to accompany it when it's in play to make it even more useful strategically. At the moment, if we put in place the wind and water currents it would be nothing but a prop since it would not be interacting with any of the actual gameplay right?
 
I'd recommend that your first stage goal just be to make a program that generates a random world builder scenario file. All the stuff that needs DLL incorporation, winds, currents, and geologic metal/hydrocarbon content (outside of just dropping a resource down) that required dynamic interaction with the DLL, in-game, during play... save that till a later phase.

Obviously this is in reference to the entire georealism thing not just the dynamic ice idea.
 
And then there will be so much to accompany it when it's in play to make it even more useful strategically. At the moment, if we put in place the wind and water currents it would be nothing but a prop since it would not be interacting with any of the actual gameplay right?

This is true but this isn't my main goal with the currents. The main goal of the currents is to figure out both sea and land biomes/climates. That was the problem I was having before. All the models involving calculating land temperatures involve coastal water temperatures. I was hoping to get around it to make things faster, to achieve the "deadline" I had set.

But nothing worked. Even the article that Laskaris provided that we thought would be a shortcut relies on coastal temps. I cannot calculate land temperatures without the coastal temperatures. And I cannot calculate coastal water temperatures without developing the model I am currently working on.

I'd recommend that your first stage goal just be to make a program that generates a random world builder scenario file. All the stuff that needs DLL incorporation, winds, currents, and geologic metal/hydrocarbon content (outside of just dropping a resource down) that required dynamic interaction with the DLL, in-game, during play... save that till a later phase.

Obviously this is in reference to the entire georealism thing not just the dynamic ice idea.

Yes. We have shifted back to the entire GeoRealism model. And the order in which things need to be done is already set. I am working on climates first because I don't need the geology to be entirely completed to figure that out. SO wanted things the sooner the better. So I am doing the "easier" model first (which is turning out a lot harder than I originally thought because of the temperature issue).

I may also incorporate a minor geologic model too if a shortcut model I came up with actually works. But it won't be as good as the more realistic simulation model because the shortcut model won't calculate the locations of older mountain ranges (such as the Ozarks in Arkansas or even the Appalachians. Of all the US mountains only the cascade and possibly the rocky mountains would appear if the simulation involved continents shaped like the ones on our world).
 
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