Ahhh the power of Google:
http://en.wikipedia.org/wiki/Millennium_2.2
even has a remake down load too!


--- On Thu, 1/9/11, John Alexander <[email protected]> wrote:

From: John Alexander <[email protected]>
Subject: Re: [Ql-Users] [QL-Users] Update on my projects & etc...
To: [email protected]
Date: Thursday, 1 September, 2011, 23:30

Sounds quite doable even with the original QL.
Obviously the N-body problem requires the order of n^2 calculations per 
iteration so the "doable" bit depends highly on the size of (n). I would maybe 
recalculate the changes in Acceleration due to distant bodies less often as 
this would change less.
I did something similar in the '80's. To be honest the problem is not the CPU 
power but the fact that the game play can be a bit boring with real physics and 
distances for most people. I  remember that a game  millennium 2.2 on the Amiga 
had a nice compromise on reality/game play/resource management... Any one 
remember this game ??


some ideas:
http://en.wikipedia.org/wiki/FreeSpace_2
http://en.wikipedia.org/wiki/Space_Trader




--- On Thu, 1/9/11, Dave Park <[email protected]> wrote:

From: Dave Park <[email protected]>
Subject: Re: [Ql-Users] [QL-Users] Update on my projects & etc...
To: [email protected]
Date: Thursday, 1 September, 2011, 20:35

On Wed, Aug 31, 2011 at 3:38 PM, John Alexander
<[email protected]> wrote:
> So what are you writing this Game in and what exactly are you having 
> difficulty in processing within this "1 second". With out knowing this I 
> think any advice would be
> opinion at best.

The first program is a game, pure and simple. Based on the Lunar
Lander idea, you control a ship with limited fuel - you are presented
with a solar system of moving gravitational bodies, and you must fly
missions from body to body without running out of fuel. So, for
example, you might have to fly from a small world to a large one,
therefore need to save your fuel for the landing portion, whilst
avoiding two black holes and an asteroid belt, or you might have to
land on a comet, then change its orbit to collide with a moon, etc.
It's pretty, and requires some thought in play.

There is some thought of maybe adding an Elite-esque trading element
between worlds, to buy fuel...

The model is super-realistic - it allows for the n-body problem, has
variable thrust, and the ship accelerates more for a given thrust as
it gets lighter/burns fuel. There are some worlds were your ship is
simply too heavy with fuel tanks to take off.

The second program is an Air Traffic Control simulator.

Dave
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