Technical details of FTL

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Technical details of FTL

Postby djetty » Mon Oct 21, 2013 6:43 pm

How will we explain it, and how will it be applied to the game?

I don't have much to say, but I feel that this is an issue that needs discussion. Somebody posted this on r/trillek a couple months ago for inspiration: ... _tech.html

I think something along the lines of this would fit Trillek very well. It's smart, (pseudo)scientific, and it would make for a great gameplay mechanic - the player would have to specifically calculate the jump drive trajectory, probably involving the DCPU, and could make for deliciously hectic times in the space ship when you're trying to escape enemies. It's the sort of hard, detailed, technical sci-fi that this game is based around.

I'm not exactly educated enough in the realms of relativity or computer science to adapt it to Trillek and specifically say how it would be achieved ingame, so that's the purpose of this thread.
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Re: Technical details of FTL

Postby Eximius » Mon Oct 21, 2013 10:34 pm

Wow. Just wow. That is truly a fantastic system for FTL. I would definitely support this as the mechanic for jumping. I would be a little less strict on not being able to jump past stars (instead just making it quite difficult and requiring high precision), but otherwise it's perfect.
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Re: Technical details of FTL

Postby KirksEchoingScream » Thu Oct 31, 2013 3:04 am

That is an incredible system. It may be too complicated for gameplay to actually calculate each jump or risk death. But perhaps it can inspire some limitations in the jump system, like only being able to jump from system to system, a 10 light year maximum jump, not being able to jump into the galactic core where stars are dense, and only being able to travel in hyperspace on straight paths that don't cross near any in between systems.
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Re: Technical details of FTL

Postby wrongu » Sat Nov 09, 2013 5:41 pm

I like that this page gives 1-dimensional examples. Visualizing in 1D is orders of magnitude easier than in 2D (let alone 3D). What I like most about this is that it involves actual passage through hyperspace on a trajectory. A lot of FTL proposals come down to different ways of justifying teleportation. This system treats hyperspace as an extension of real space, which leads to some interesting possibilities for the player's experience.

For example - and bear with me here, I haven't thought through the math - if warp-travel in 3D space is equivalent to trajectories in higher-dimensional space, then the "exit" and "re-entry" will have some interesting visual artifacts. Imagine the star system turning itself inside out as you leave: . Now imagine the visual chaos of missing on the return. Let's say you oscillate in and out of real-space, trying to settle back into cononical spacetime.. the effect would be that the stars and planets around you appear to morph and twist (where in reality your hyperdimensional point of view is shifting)

Implementation of all this is likely prohibitively difficult. Fun to think about, though!
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Re: Technical details of FTL

Postby VladVP » Sun Nov 10, 2013 12:02 am

I read an actual academic article about this subject recently.

Some concepts and possibilities, which are actually totally physically realistic (Which I obviously found on the internet in about 5 minutes): ... energy.htm

The above wormhole theories can also (theoretically) be used for time travel, but that's probably not worth mentioning in this context. My favourite of the above is the warp drive.
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