There aren't enough ecology sims out there. I think I'm gonna try to make one.

Estonia
Joined January 2017
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Replying to @phoneSchaja
Agreed, it needs proper non-abstract icons for the eye to anchor to, it's too visually uniform at the moment.
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Replying to @JanOrszulik
Thanks! Ideally I'd let an actual artist loose on this at some point - it mostly works as this pure SCSS/SVG wireframe, but some raster graphics, fills and textures would improve it a lot.
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Lots of work on plant composition. Metabolism, size, soil/water preferences, all derive from specific organs now, and there's a "tech/evolution tree" of sorts for each slot, going from simple to specialized types. Here's some UI panels that try to summarize all this new info:
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Replying to @twpl_logan
Not sure, I haven't checked out that area for a few years and it doesn't compile at the moment 馃し I'll get around to it eventually, but the demo will probably ship without it.
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Replying to @ViniciusLima087
Sure, that's a huge part of what it does. Scroll down a bit on my profile and have a look.
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Replying to @TheOneRavenous
Fun idea, but I have no idea if/how one could load custom burst-compiled jobs into the game? It might end up getting an internal API surface for tiny neural networks as advanced brains but tbh the entities are probably too short-lived and ephemeral for anything bigger.
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Testing grip and physical impacts - losing footing turns an entity into an active ragdoll, basically. The physical model is really simple but has a proper inertia tensor that gives some fun real-worldish results - compact bodies tumble less and tend to survive falls more often.
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A new tool for poking and tossing stuff around. Just...try not to overcharge it.
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Some UI theme experiments. I've built it with CSS variables, so designing and switching them at runtime is pretty easy, everything depends on 10 or so color variables. I always assumed it'd be a dark-themed UI, but light looks pretty cool too?
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Replying to @denis_80s
I tried it a while ago, it was...better, but seemed undercooked at that time. And all those XML-based XAML-like systems feel pretty clunky. The main issue though is that UI is complex, and these tools can never catch up to historical work and effort that HTML/JS has received.
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Replying to @TheOneRavenous
Sure, but I'm not trying to be super accurate, sorry馃槄 Whatever real concepts it has, they're distilled and simplified a lot for gameplay - about the same as what Simcity is to real urban planning, I guess.
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Replying to @denis_80s
Yep, I'm using an embedded chromium browser. It has its pros and cons. In some ways its more restrictive, but you get the whole CSS and layout engine, typographical features, 3rd party libraries, event handlers, etc...
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Replying to @TheOneRavenous
Nah, the perspective is just deceptive. It's not a mountain, just an overgrown sandbank by the river, maybe 5-10 meters high.
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Making my game UI in Angular like some crazy person just to spite Unity
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Replying to @JanOrszulik
Not at the moment. The footage doesn't survive video compression very well anyway, it's full of 1px lines and microdetails, even uncompressed video is something very different than what it actually renders.
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Doing some work on terraforming tools and god powers. Here's a fun one - a core sampler for checking what the terrain composition is like.
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Replying to @fixitorgotojail
Ah, no, it's massively sped up. That's been a huge tuning headache, but I've mostly got it now - erosion and deposition are fast, but also fall into steady states quickly. There's various slope/cover/bump factors and laplacians to keep the terrain from turning into mush.
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Replying to @fixitorgotojail
It runs the dynamics and erosion for the entire region once every second, it's not really related to player at all.
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I have a design document but I've just been focusing on building it, not community stuff. I'll try to get something up soon to explain what this project is.
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