CPU discussion is over

CPU discussion is over

Postby adam » Thu Oct 31, 2013 4:39 am

To sum up the decision on the IRC.

The beta-ish version will be abstracted in such a way as to allow 2 different CPUS to run (not inter-operable) the DCPU and zard's.
This will allow the public to form an educated opinion on which they like better, and if it truly feasible over a network environment with simulated hardware attached to the CPUs.

I need a list of hardware that the CPU can/will control that affects ship operations. Examples are things like door control, O2 levels, etc.
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Re: CPU discussion is over

Postby KablooieKablam » Thu Oct 31, 2013 5:44 am

Door control
Life support
Shields
Weaponry
Communications systems
Guidance
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Re: CPU discussion is over

Postby Zardoz » Thu Oct 31, 2013 6:26 am

Power Generation, if it will be adjustable...
Door control/Air Locks/Landing Gear
Engines
Thusters
FTL, if it will be in game.
Weels (Rovers)
Life support
Shields
Weapons
Communications
Sensors
Yep, I have a blog : http://zardoz.es
Emulator DCPU-16 VM
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Re: CPU discussion is over

Postby clonk2u » Thu Oct 31, 2013 11:47 am

Also, there should be some control of other computers, if at all possible, things like one computer will turn computer B on if computer A is off
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Re: CPU discussion is over

Postby Krarl » Thu Oct 31, 2013 12:08 pm

Lights. Space disco!
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Re: CPU discussion is over

Postby croxis » Thu Oct 31, 2013 4:52 pm

Anything on a turret/gimbal will need pitch and yaw in addition to a fire/thrust.
Most device will need a power level interface.
Monitors, sirens/speakers/kalaxons, holoprojectors
Automated crafting systems?
Automatic hydroponics?
Easybake oven
Radar and other "active" send out some sort of signal sensors
Emergency internal shields for temporary shielding of hull breach or fire suppresent

Sensors could be expanded too. I don't know how much should be magic for performance/gameplay reasons, if it should be a magic monolithic sensor system like star trek or individual devices on gimbals that can be upgraded:
Telescope, used to locate planets/moons to calculate the ship's position
Radar for range finding
Camera (with or without zoom) to provide view of a target
Temperature, barometer, accelerometers, magnomiter, radiationmeter
Medical sensors
Internal atmosphere sensors
IR, UV, XRay, Gamma telescopes
Spectrometer or some other ore prospecting sensor
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Re: CPU discussion is over

Postby tecywiz121 » Thu Oct 31, 2013 4:57 pm

In addition to everything else, I'd say linear and rotary actuators. That way anything a player can do can be automated.
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Re: CPU discussion is over

Postby DarkSpartan » Thu Oct 31, 2013 6:05 pm

A fairly thorough list, with some bits better than others. That said, the *primary* purpose of the in-game computer will be to interface the crew with other machines that do the larger-scale work.

FTL computing will have to be abstracted even more than the Interface Core. A large number of other systems will have to be done the same way. Reasonably, I think we could count on that computer to collect and display data to the crew one significant system at a time for a kiddie unit, or several of them for a larger unit. Of course, I expect someone to port Quake or DOOM to whatever it is that ends up getting made.

Get a core big enough, and maybe someone will port Minecraft.

Part of the intent behind a more abstract beast is to make a sliding scale available in terms of skill, and make tools available so the game's not completely impenetrable.
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Re: CPU discussion is over

Postby cat.exe » Fri Nov 01, 2013 12:36 am

Reasonably for the benchmark, all we need are:

Screens
Keyboards
Possibly a vector display
and engines.

As long as we have those core things for v1, we can expand off that easily.
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Re: CPU discussion is over

Postby Memnarch » Mon Nov 11, 2013 1:15 pm

AH sounds interesting.

with Zard's CPU, you mean the RC3200 CPU right?

Hope i find some time somehow to finally work on my tools again, and add the new target -.-

Greetings
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