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- Jun 29, 2013
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Advanced Bobby AI. We all want it. How can we do it, though?
After talking over things in chat for a little while, I thought of something that'd make possible logic control systems, advanced fleet control, and the like.
A programmable computer block, utilizing a scripting language of schema's choice. Press R while looking at the block and unlike the Bobby AI, instead of a series of toggles and options, you get an IDE.
Of course, we'd need a way to set different inputs and outputs to different numbers, and we can't do it based on color like Redpower in Minecraft did due to the scale and complexity of our ships.
Input signals could include things such as nearest block of X type, ship location, rotation, mass, and box dimensions, surface normal and position of whatever's in direct LOS of a designated targeting block, etc. More inputs and outputs could be added over time as new features get added to the game.
Under this system, we could create a fleet control system, including the ability to redock ships inside complex carriers with a pathfind system (based on the Find Nearest Block X input and movement commands). Future uses would probably include using the computer to manage moving parts such as arms by setting key based inputs for otherwise excessively complex movements (ie: give us computers and rotating parts and we'll give you walking mechs)
After talking over things in chat for a little while, I thought of something that'd make possible logic control systems, advanced fleet control, and the like.
A programmable computer block, utilizing a scripting language of schema's choice. Press R while looking at the block and unlike the Bobby AI, instead of a series of toggles and options, you get an IDE.
Of course, we'd need a way to set different inputs and outputs to different numbers, and we can't do it based on color like Redpower in Minecraft did due to the scale and complexity of our ships.
Input signals could include things such as nearest block of X type, ship location, rotation, mass, and box dimensions, surface normal and position of whatever's in direct LOS of a designated targeting block, etc. More inputs and outputs could be added over time as new features get added to the game.
Under this system, we could create a fleet control system, including the ability to redock ships inside complex carriers with a pathfind system (based on the Find Nearest Block X input and movement commands). Future uses would probably include using the computer to manage moving parts such as arms by setting key based inputs for otherwise excessively complex movements (ie: give us computers and rotating parts and we'll give you walking mechs)