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/sci/ - Science & Math


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9915914 No.9915914 [Reply] [Original]

What are some /sci/ approved games?

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>> No.9915916

>>9915914
Space engine

>> No.9915939

ded

>> No.9916046

Fortnite

>> No.9916059

Shenzhen I/O

>> No.9916074

>>9915914
Csgo
Gaben approved

>> No.9916080

>>9915914

kerbal space program

>> No.9916518

Factorio. Did you know that belts and trains are PSPSCE complete?

>> No.9916541

>>9916074
seconded. if you have a good coordinated team it becomes very tactical and you need to keep track of a lot of variables. competitive mode is addictive af

>> No.9916834

>>9915914
Roblox

>> No.9917545

>>9915914
>>9915916
Absolutely this is you like astronomy, although it's more of a simulator.

I've started learning C and C++ so I can make one of my own, though it's going to be more of a generator for systems with more functionality for the player to design their own.

I've always loved doing it on pen and paper and have the background knowledge, but a program for it would be so much more efficient.

>> No.9918890

>>9917545
God, I wish I was this passionate about something.

>> No.9918895

>>9917545
how do you do that on pen and paper

>> No.9918907

>>9918895
not the OP, but I sperg like this too.
just write in the margins of study materials and books whenever you get an idea for a piece of code so you don't forget.

>> No.9919019

>>9915914
Civilization
>>9916080
yes

>> No.9919862

>>9918890
Same Anon again. Passions don't come to you, you come to them. You have to actualize what you want for yourself, it's highly unlikely to happen on its own, I'd honestly think it's the greatest lie of the modern era that these things will just fit together themselves and your idea will just """"come to you"""". Start small, but when you're getting shit done you start going places and it starts stacking up.

>>9918895
Largely what this Anon >>9918907 said. I see an outcome in practice in real astronomy, then I'll want to know how that works and what processes are involved, and I'll attempt to replicate it myself so I can understand it.

And definitely keep notes. My room's covered in them, and I have hundreds of text files scattered across my computer system too, kek. I also keep journals, at least 500 words per night detailing and then critiquing my day.

>> No.9919875
File: 1.89 MB, 1805x728, 1533239997293.png [View same] [iqdb] [saucenao] [google]
9919875

>no more XBus timing fuckery
>TIS's focus on jump commands but with SHENZHEN's conditional system
>-9999 to 9999 value range
>keywords stored as well as values
>modulo and division instructions (possible non-integers?)
>shared communication register
>conditional state register can also be used to store values and keywords

Is this going to be the greatest Zachtronics yet?

>> No.9920033
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9920033

>>9917545
i made the solar system in unity it's pretty shit though lol. the planets don't attract each other and orbit basically on a perfect circle but when i move the sun it's funny to see how they react. if i get better at unity im gonna remake this correctly but it was fun making it anyways

>> No.9920043
File: 1.54 MB, 998x606, Unity Orbits.webm [View same] [iqdb] [saucenao] [google]
9920043

>>9920033
Neat
I'm not very good at programming but I like all the maths behind orbital mechanics so I made this thing in Unity where I could have any number of planets with any number of moons and I could give each body it's own specific orbit.
They're all on rails instead of actually attracting one another, n-body is heavy work yo

>> No.9920267

>>9915914
All /egg/ games: all zachtronics, factorio, space engineers, space station 13 etc.

>>9919875
Can't wait.

>> No.9920342

>>9915914
High Frontier, but not for the simulation part, just for the station building.

>> No.9920346

>>9920342
>High Frontier
http://highfrontier.com/

That one.

>> No.9921260
File: 38 KB, 710x490, Moonbase Alpha.jpg [View same] [iqdb] [saucenao] [google]
9921260

>No one has mentioned this masterpiece
I'm a newfag and you faggots disgust me.

>> No.9921263

>>9921260
Because we were busy naming better options
Zachtronics is /sci/ distillate

>> No.9921279

I now feel like I have a basic working knowledge of orbital mechanics thanks to Kerbal Space Program.

>> No.9921308

>>9915914
Space Engine is pretty awesome

>> No.9921311

>>9921279
Too bad I still can't do a gravitational assist to save my life.

>> No.9921336

SS13

>> No.9921377

>>9915914
Why do you care what /sci/ approves? Find what's fun for you.

>> No.9921430

>>9920043
N-body is easy. We did N-body with hundreds of particles in the late 1950s and early 1960s in some of the first molecular dynamics simulations. Sure it took a couple days to run, but we could do it. You should try implementing an n-body simulation using velocity verlet integration. It's a great way to learn about physics simulation.
>>9921260
JOHN MADDEN. JOHN MADDEN. AEIOU AEIOU
>>9917545
Then implement velocity verlet integration. N-body is easy and fun to write. You have a big list of particles with mass, position, and velocity, you calculate forces on them, then use verlet integration to figure out their new velocities and positions, rinse and repeat.

>> No.9921465

>>9916080
KSP is extremely /sci/ approved. Its even approved by NASA

https://spinoff.nasa.gov/Spinoff2015/partnership_1.html

>> No.9921485

>>9915914
If by /sci/ you mean autism then any game from /gsg/ should be fine. However, if you remove the autism from the equation, then the only "game" that should truly be /sci/ approved is the game of reality and your study of it, brainlet

>> No.9923955

>>9917545
cool
make it playable
with a survival system or something

>> No.9923962
File: 1.58 MB, 826x647, Opus Magnum - Precision Machine Oil (2018-01-17-04-01-54).gif [View same] [iqdb] [saucenao] [google]
9923962

What about Opus Magnum?

>> No.9924000

>>9923955
I'm going to make it completely scientific, and make it as detailed as humanly possible (which will likely be a sacrifice in any graphics I implement, but I figure the audience actually interested in this stuff wouldn't mind so much). As it is, things such as Space Engine have a level of detail I'd be wanting to achieve - at least, but it doesn't have the same level of user input and control I'd want to make it reusable and easy to manipulate. Creating star systems is the shit, and in program form it'll be far more efficient. I'll be generating systems in 3D cubic light-year space, which is rarely done, too.

I've been thinking of making a game out of it after, which would probably make it hit a much larger audience. I'd be happy to reuse what I'd already made for it, although I'd keep a generator/simulator and a game separate and distinct.

This is all very theoretical right now though, I'm only starting to pick up the skill I'll need. It'll be a good long-term project, though.

>> No.9924111

Literally modded Minecraft

>Gregtech
>Nuclearcraft