Hi Kurt - graphics alas, is just not my thing. It would start out the simplest possible in the sense that it is all text based. Afterwards, who knows? Perhaps others who really know how to program instead of a hobbyist programming, can get an outstanding product completed. :)
-----Original Message----- From: [email protected] [mailto:[email protected]] On Behalf Of Kurt Feltenberger Sent: Monday, October 10, 2011 7:32 PM To: The GURPSnet mailing list Subject: Re: [gurps] Planetary movement and checking the Math On 10/10/2011 6:44 PM, Alaconius wrote: > Hi Kurt, > I could just as easily have created the program I'm dreaming of, using > circular orbits and leaving it at that. As it turns out, I'm hoping that I > can use Polar Co-ordinates to keep track of where any one thing is in a star > system (such as a starship, spaceship, space station, etc). The next thing > is, that with the ability to know where everything is, the program can use > the GURPS standard rules for sensor operations, vector movement, etc - > without tying down a lot of in-game resources (ie face to face time at the > table) or permitting a GM to run a space battle over the net. Imagine if you > will, being able to keep track of stuff such as missile movement in a game of > GURPS TRAVELLER, where the star system was generated using GURPS SPACE. > Little things like that;) > > Hal Pretty nifty! That sounds like a very cool simulator. Add graphics with sensor ranges and projected vectors, and it would be truly killer. -- Kurt Feltenberger [email protected]/[email protected] http://www.casademon.org “Before today, I was scared to live, after today, I'm scared I'm not living enough." - Me _______________________________________________ GurpsNet-L mailing list <[email protected]> http://mail.sjgames.com/mailman/listinfo/gurpsnet-l _______________________________________________ GurpsNet-L mailing list <[email protected]> http://mail.sjgames.com/mailman/listinfo/gurpsnet-l
