QUOTE (Syrus @ Feb 24 2010, 02:20 AM) <{POST_SNAPBACK}>
Very cool. Unfortunately I can no longer compete...bachelors degree gets in the way, but you are the second person I know who won the MAA award. Which is pretty incredible.
Very nice work on the energy consumption problem.
Thanks. That's quite a coincidence! The MCM first ran in 1985, and one team of 3 people is chosen as the MAA winner each year. So that means at most 75 people in the world are MAA award winners from COMAP so far.
QUOTE (darthkev @ Feb 24 2010, 02:26 PM) <{POST_SNAPBACK}>
Say Qaanol, you said you had an idea for mapping out systems without actually giving info on them other than their locations and jump points. Are you going to share your idea or are you going to make us beg and guess as to the answer?
Turns out it's not as easy as I hoped. Gray systems disappear when adjacent explored systems don't meet their Visibility requirements. I wanted to make dummy systems connected to 16 systems each until every real system has a dummy connected to it, use Xxxx to reveal the dummies, making the real systems dark gray, and then hide the dummies with Visibility. But that makes the gray circles for connect systems disappear too. It's possible some voodoo with implicit reciprocal links would suffice, but the only way I see for sure now involves making a duplicate of every real system, which isn't worth it for most scenarios. In other words, it would have worked if Nova didn't do implicit reciprocal linking.
The nebula method still works. I wouldn't recommend trying to make circles match systems to the pixel, due to zooming issues. But you could make dots, or icons of stars, and put them in a giant “galaxy map background image” nebula (or more likely, several large nebulæ that get tiled) showing all major stellar systems in the galaxy (note the tiles need not be rectangular, nor even any possess any sort of regularity).
If you do it with tiles then you can reveal it piece by piece (bearing in mind the 32-nebula maximum). That way the player knows from the get-go where there are nearby stars, but not what's orbiting them. You could even make a few secret “systems” that are in empty space not near a star. Pirate hideouts or the like. Just some hunk of rock someone discovered hurtling through the pitch-black void, and no one who hasn't been told about it would have any reason to suspect it's there.
And some of the stars that appear in a nebula might not have a system on them. No stable jump routes have been found, or the like. That leaves a framework encouraging other developers to write plug-ins of their own for your galaxy.
On a side note, I can't come up with any benefit that implicit reciprocal linking provides, except to lazy plug-in developers. And it is responsible for no end of problems and annoyances. If there were one thing I would change in the Nova engine, it would be to eliminate all implicit reciprocal linking. At most the engine should write a warning to the debuglog that one-way links exist, between which systems. That way developers could find where they unintentionally forgot to specify a reciprocal link, but intentional one-way links would work. If any effort were put into the issue beyond that, one-way links could be drawn with an arrow on the map. I really dislike implicit reciprocal links. The engine should assume the plug-in developer wants things the way the resources are.
This post has been edited by Qaanol : 24 February 2010 - 03:20 PM