Alpha 6 [0.6.0] Dev Status: Ecosphere

Here's a small post to say that the dev isn't frozen but I working since 6 days on the design of the ecosphere.
The only problem is that at the time I coded the old version of the FUG I didn't made any design document, only a few notes, and part of the code have errors as you could imagine so I design the rules of the ecosphere from the scratch. There aren't many data compared to the geosphere data: in fact only those that concern the atmosphere (its composition, pressure and including the clouds cover) and those that concern the hydrosphere. But these two parts are fairly... complicated.
Anyway I hope to complete it this weekend and start its development that shouldn't, at the contrary of its design, takes too much time.

Once completed I will begin the dev of the regions including the data link for Fractal Terrains.

9 comments:

  1. well at this point we will not rush you ;)

    take your time and know that things do not always come on time

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    1. Haha thanks :)

      Time is something, beside the universe itself, that unite all the species of this universe by the way. So all things comes on time one day or another :)

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    2. ...And don't worry for the Spanish language, I will fix the rest of the problems w/ it before the release of this alpha.

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  2. ok dont worry i help you what may in the spanish language

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  3. according to current progress when you think you will be ready the 0.6 alpha?

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    1. When it is planned, before or at the end of August (yup this year :)

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  4. Would your hydrosphere be defined by 3 bits(or bytes) per region? one longitude, one latitude, another for humidity? Have you set up functions based on the atmosphere that push one or two levels of evaporated h2o over to other regions or causes rain if it reaches a specific 'peak' value?

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    1. The hydrosphere is calculated at large, per-region data are generated after that in the next and final phase. The system is pretty crude, FARC stay a game after all, but the hydrosphere is defined by its type and area.
      There are 6 different types: Vapor, Liquid, Ice Sheet, Crystal, Liquid/Ammonia and Liquid Methane.
      I can't say the details because I doing actually some reverse engineering of my old code, but it is based on surface temperature, atmosphere composition and pressure.
      Seasonal regions' temperature, winds and rainfall are calculated afterward.
      For rain and winds I taken the formulas from different sources I found on the net.
      Many of the things that are in the FUG are based on the work of Tyge Sjöstrand in his, sadly incomplete, World Generation PDF. I completed and expanded it w/ additional sources and physics-based formulas.

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